2 * Direct3D state management
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Henri Verbeet
10 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
11 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "wine/port.h"
36 #include "wined3d_private.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
40 ULONG CDECL
wined3d_blend_state_incref(struct wined3d_blend_state
*state
)
42 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
44 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
49 static void wined3d_blend_state_destroy_object(void *object
)
54 ULONG CDECL
wined3d_blend_state_decref(struct wined3d_blend_state
*state
)
56 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
57 struct wined3d_device
*device
= state
->device
;
59 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
63 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
64 wined3d_cs_destroy_object(device
->cs
, wined3d_blend_state_destroy_object
, state
);
70 void * CDECL
wined3d_blend_state_get_parent(const struct wined3d_blend_state
*state
)
72 TRACE("state %p.\n", state
);
77 HRESULT CDECL
wined3d_blend_state_create(struct wined3d_device
*device
,
78 const struct wined3d_blend_state_desc
*desc
, void *parent
,
79 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_blend_state
**state
)
81 struct wined3d_blend_state
*object
;
83 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
84 device
, desc
, parent
, parent_ops
, state
);
86 if (!(object
= heap_alloc_zero(sizeof(*object
))))
91 object
->parent
= parent
;
92 object
->parent_ops
= parent_ops
;
93 object
->device
= device
;
95 TRACE("Created blend state %p.\n", object
);
101 ULONG CDECL
wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state
*state
)
103 ULONG refcount
= InterlockedIncrement(&state
->refcount
);
105 TRACE("%p increasing refcount to %u.\n", state
, refcount
);
110 static void wined3d_rasterizer_state_destroy_object(void *object
)
115 ULONG CDECL
wined3d_rasterizer_state_decref(struct wined3d_rasterizer_state
*state
)
117 ULONG refcount
= InterlockedDecrement(&state
->refcount
);
118 struct wined3d_device
*device
= state
->device
;
120 TRACE("%p decreasing refcount to %u.\n", state
, refcount
);
124 state
->parent_ops
->wined3d_object_destroyed(state
->parent
);
125 wined3d_cs_destroy_object(device
->cs
, wined3d_rasterizer_state_destroy_object
, state
);
131 void * CDECL
wined3d_rasterizer_state_get_parent(const struct wined3d_rasterizer_state
*state
)
133 TRACE("rasterizer_state %p.\n", state
);
135 return state
->parent
;
138 HRESULT CDECL
wined3d_rasterizer_state_create(struct wined3d_device
*device
,
139 const struct wined3d_rasterizer_state_desc
*desc
, void *parent
,
140 const struct wined3d_parent_ops
*parent_ops
, struct wined3d_rasterizer_state
**state
)
142 struct wined3d_rasterizer_state
*object
;
144 TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n",
145 device
, desc
, parent
, parent_ops
, state
);
147 if (!(object
= heap_alloc_zero(sizeof(*object
))))
148 return E_OUTOFMEMORY
;
150 object
->refcount
= 1;
151 object
->desc
= *desc
;
152 object
->parent
= parent
;
153 object
->parent_ops
= parent_ops
;
154 object
->device
= device
;
156 TRACE("Created rasterizer state %p.\n", object
);
162 /* Context activation for state handler is done by the caller. */
164 static void state_undefined(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
166 ERR("Undefined state %s (%#x).\n", debug_d3dstate(state_id
), state_id
);
169 void state_nop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
171 TRACE("%s: nop in current pipe config.\n", debug_d3dstate(state_id
));
174 static void state_fillmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
176 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
177 enum wined3d_fill_mode mode
= state
->render_states
[WINED3D_RS_FILLMODE
];
181 case WINED3D_FILL_POINT
:
182 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_POINT
);
183 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_POINT)");
185 case WINED3D_FILL_WIREFRAME
:
186 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_LINE
);
187 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)");
189 case WINED3D_FILL_SOLID
:
190 gl_info
->gl_ops
.gl
.p_glPolygonMode(GL_FRONT_AND_BACK
, GL_FILL
);
191 checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
194 FIXME("Unrecognized fill mode %#x.\n", mode
);
198 static void state_lighting(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
200 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
202 /* Lighting is not enabled if transformed vertices are drawn, but lighting
203 * does not affect the stream sources, so it is not grouped for
204 * performance reasons. This state reads the decoded vertex declaration,
205 * so if it is dirty don't do anything. The vertex declaration applying
206 * function calls this function for updating. */
207 if (isStateDirty(context
, STATE_VDECL
))
210 if (state
->render_states
[WINED3D_RS_LIGHTING
]
211 && !context
->stream_info
.position_transformed
)
213 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHTING
);
214 checkGLcall("glEnable GL_LIGHTING");
218 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHTING
);
219 checkGLcall("glDisable GL_LIGHTING");
223 static void state_zenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
225 enum wined3d_depth_buffer_type zenable
= state
->render_states
[WINED3D_RS_ZENABLE
];
226 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
228 /* No z test without depth stencil buffers */
229 if (!state
->fb
->depth_stencil
)
231 TRACE("No Z buffer - disabling depth test\n");
232 zenable
= WINED3D_ZB_FALSE
;
237 case WINED3D_ZB_FALSE
:
238 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_TEST
);
239 checkGLcall("glDisable GL_DEPTH_TEST");
241 case WINED3D_ZB_TRUE
:
242 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
243 checkGLcall("glEnable GL_DEPTH_TEST");
245 case WINED3D_ZB_USEW
:
246 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_TEST
);
247 checkGLcall("glEnable GL_DEPTH_TEST");
248 FIXME("W buffer is not well handled\n");
251 FIXME("Unrecognized depth buffer type %#x.\n", zenable
);
255 if (context
->last_was_rhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
256 context_apply_state(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
259 static void state_cullmode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
261 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
263 /* glFrontFace() is set in context.c at context init and on an
264 * offscreen / onscreen rendering switch. */
265 switch (state
->render_states
[WINED3D_RS_CULLMODE
])
267 case WINED3D_CULL_NONE
:
268 gl_info
->gl_ops
.gl
.p_glDisable(GL_CULL_FACE
);
269 checkGLcall("glDisable GL_CULL_FACE");
271 case WINED3D_CULL_FRONT
:
272 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
273 checkGLcall("glEnable GL_CULL_FACE");
274 gl_info
->gl_ops
.gl
.p_glCullFace(GL_FRONT
);
275 checkGLcall("glCullFace(GL_FRONT)");
277 case WINED3D_CULL_BACK
:
278 gl_info
->gl_ops
.gl
.p_glEnable(GL_CULL_FACE
);
279 checkGLcall("glEnable GL_CULL_FACE");
280 gl_info
->gl_ops
.gl
.p_glCullFace(GL_BACK
);
281 checkGLcall("glCullFace(GL_BACK)");
284 FIXME("Unrecognized cull mode %#x.\n",
285 state
->render_states
[WINED3D_RS_CULLMODE
]);
289 void state_shademode(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
291 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
293 switch (state
->render_states
[WINED3D_RS_SHADEMODE
])
295 case WINED3D_SHADE_FLAT
:
296 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_FLAT
);
297 checkGLcall("glShadeModel(GL_FLAT)");
299 case WINED3D_SHADE_GOURAUD
:
300 /* WINED3D_SHADE_PHONG in practice is the same as WINED3D_SHADE_GOURAUD
302 case WINED3D_SHADE_PHONG
:
303 gl_info
->gl_ops
.gl
.p_glShadeModel(GL_SMOOTH
);
304 checkGLcall("glShadeModel(GL_SMOOTH)");
307 FIXME("Unrecognized shade mode %#x.\n",
308 state
->render_states
[WINED3D_RS_SHADEMODE
]);
312 static void state_ditherenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
314 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
316 if (state
->render_states
[WINED3D_RS_DITHERENABLE
])
318 gl_info
->gl_ops
.gl
.p_glEnable(GL_DITHER
);
319 checkGLcall("glEnable GL_DITHER");
323 gl_info
->gl_ops
.gl
.p_glDisable(GL_DITHER
);
324 checkGLcall("glDisable GL_DITHER");
328 static void state_zwriteenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
330 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
332 if (state
->render_states
[WINED3D_RS_ZWRITEENABLE
])
334 gl_info
->gl_ops
.gl
.p_glDepthMask(1);
335 checkGLcall("glDepthMask(1)");
339 gl_info
->gl_ops
.gl
.p_glDepthMask(0);
340 checkGLcall("glDepthMask(0)");
344 GLenum
wined3d_gl_compare_func(enum wined3d_cmp_func f
)
348 case WINED3D_CMP_NEVER
:
350 case WINED3D_CMP_LESS
:
352 case WINED3D_CMP_EQUAL
:
354 case WINED3D_CMP_LESSEQUAL
:
356 case WINED3D_CMP_GREATER
:
358 case WINED3D_CMP_NOTEQUAL
:
360 case WINED3D_CMP_GREATEREQUAL
:
362 case WINED3D_CMP_ALWAYS
:
366 WARN("Unrecognized compare function %#x.\n", f
);
368 FIXME("Unrecognized compare function %#x.\n", f
);
373 static void state_zfunc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
375 GLenum depth_func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ZFUNC
]);
376 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
378 if (!depth_func
) return;
380 gl_info
->gl_ops
.gl
.p_glDepthFunc(depth_func
);
381 checkGLcall("glDepthFunc");
384 static void state_ambient(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
386 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
387 struct wined3d_color color
;
389 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
390 TRACE("Setting ambient to %s.\n", debug_color(&color
));
391 gl_info
->gl_ops
.gl
.p_glLightModelfv(GL_LIGHT_MODEL_AMBIENT
, &color
.r
);
392 checkGLcall("glLightModel for MODEL_AMBIENT");
395 static void state_blendop_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
397 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
400 static GLenum
gl_blend_op(const struct wined3d_gl_info
*gl_info
, enum wined3d_blend_op op
)
404 case WINED3D_BLEND_OP_ADD
:
406 case WINED3D_BLEND_OP_SUBTRACT
:
407 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_SUBTRACT
: GL_FUNC_ADD
;
408 case WINED3D_BLEND_OP_REVSUBTRACT
:
409 return gl_info
->supported
[EXT_BLEND_SUBTRACT
] ? GL_FUNC_REVERSE_SUBTRACT
: GL_FUNC_ADD
;
410 case WINED3D_BLEND_OP_MIN
:
411 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MIN
: GL_FUNC_ADD
;
412 case WINED3D_BLEND_OP_MAX
:
413 return gl_info
->supported
[EXT_BLEND_MINMAX
] ? GL_MAX
: GL_FUNC_ADD
;
416 WARN("Unhandled blend op %#x.\n", op
);
418 FIXME("Unhandled blend op %#x.\n", op
);
423 static void state_blendop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
425 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
426 GLenum blend_equation_alpha
= GL_FUNC_ADD_EXT
;
427 GLenum blend_equation
= GL_FUNC_ADD_EXT
;
429 /* BLENDOPALPHA requires GL_EXT_blend_equation_separate, so make sure it is around */
430 if (state
->render_states
[WINED3D_RS_BLENDOPALPHA
]
431 && !gl_info
->supported
[EXT_BLEND_EQUATION_SEPARATE
])
433 WARN("Unsupported in local OpenGL implementation: glBlendEquationSeparate.\n");
437 blend_equation
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOP
]);
438 blend_equation_alpha
= gl_blend_op(gl_info
, state
->render_states
[WINED3D_RS_BLENDOPALPHA
]);
439 TRACE("blend_equation %#x, blend_equation_alpha %#x.\n", blend_equation
, blend_equation_alpha
);
441 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
443 GL_EXTCALL(glBlendEquationSeparate(blend_equation
, blend_equation_alpha
));
444 checkGLcall("glBlendEquationSeparate");
448 GL_EXTCALL(glBlendEquation(blend_equation
));
449 checkGLcall("glBlendEquation");
453 static GLenum
gl_blend_factor(enum wined3d_blend factor
, const struct wined3d_format
*dst_format
)
457 case WINED3D_BLEND_ZERO
:
459 case WINED3D_BLEND_ONE
:
461 case WINED3D_BLEND_SRCCOLOR
:
463 case WINED3D_BLEND_INVSRCCOLOR
:
464 return GL_ONE_MINUS_SRC_COLOR
;
465 case WINED3D_BLEND_SRCALPHA
:
467 case WINED3D_BLEND_INVSRCALPHA
:
468 return GL_ONE_MINUS_SRC_ALPHA
;
469 case WINED3D_BLEND_DESTCOLOR
:
471 case WINED3D_BLEND_INVDESTCOLOR
:
472 return GL_ONE_MINUS_DST_COLOR
;
473 /* To compensate for the lack of format switching with backbuffer
474 * offscreen rendering, and with onscreen rendering, we modify the
475 * alpha test parameters for (INV)DESTALPHA if the render target
476 * doesn't support alpha blending. A nonexistent alpha channel
477 * returns 1.0, so WINED3D_BLEND_DESTALPHA becomes GL_ONE, and
478 * WINED3D_BLEND_INVDESTALPHA becomes GL_ZERO. */
479 case WINED3D_BLEND_DESTALPHA
:
480 return dst_format
->alpha_size
? GL_DST_ALPHA
: GL_ONE
;
481 case WINED3D_BLEND_INVDESTALPHA
:
482 return dst_format
->alpha_size
? GL_ONE_MINUS_DST_ALPHA
: GL_ZERO
;
483 case WINED3D_BLEND_SRCALPHASAT
:
484 return GL_SRC_ALPHA_SATURATE
;
485 case WINED3D_BLEND_BLENDFACTOR
:
486 return GL_CONSTANT_COLOR_EXT
;
487 case WINED3D_BLEND_INVBLENDFACTOR
:
488 return GL_ONE_MINUS_CONSTANT_COLOR_EXT
;
489 case WINED3D_BLEND_SRC1COLOR
:
490 return GL_SRC1_COLOR
;
491 case WINED3D_BLEND_INVSRC1COLOR
:
492 return GL_ONE_MINUS_SRC1_COLOR
;
493 case WINED3D_BLEND_SRC1ALPHA
:
494 return GL_SRC1_ALPHA
;
495 case WINED3D_BLEND_INVSRC1ALPHA
:
496 return GL_ONE_MINUS_SRC1_ALPHA
;
499 WARN("Unhandled blend factor %#x.\n", factor
);
501 FIXME("Unhandled blend factor %#x.\n", factor
);
506 static void gl_blend_from_d3d(GLenum
*src_blend
, GLenum
*dst_blend
,
507 enum wined3d_blend d3d_src_blend
, enum wined3d_blend d3d_dst_blend
,
508 const struct wined3d_format
*rt_format
)
510 /* WINED3D_BLEND_BOTHSRCALPHA and WINED3D_BLEND_BOTHINVSRCALPHA are legacy
511 * source blending values which are still valid up to d3d9. They should
512 * not occur as dest blend values. */
513 if (d3d_src_blend
== WINED3D_BLEND_BOTHSRCALPHA
)
515 *src_blend
= GL_SRC_ALPHA
;
516 *dst_blend
= GL_ONE_MINUS_SRC_ALPHA
;
518 else if (d3d_src_blend
== WINED3D_BLEND_BOTHINVSRCALPHA
)
520 *src_blend
= GL_ONE_MINUS_SRC_ALPHA
;
521 *dst_blend
= GL_SRC_ALPHA
;
525 *src_blend
= gl_blend_factor(d3d_src_blend
, rt_format
);
526 *dst_blend
= gl_blend_factor(d3d_dst_blend
, rt_format
);
530 static void state_blend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
532 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
533 const struct wined3d_format
*rt_format
;
534 GLenum src_blend
, dst_blend
;
535 unsigned int rt_fmt_flags
;
538 enable_blend
= state
->fb
->render_targets
[0] && state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
];
541 rt_format
= state
->fb
->render_targets
[0]->format
;
542 rt_fmt_flags
= state
->fb
->render_targets
[0]->format_flags
;
544 /* Disable blending in all cases even without pixelshaders.
545 * With blending on we could face a big performance penalty.
546 * The d3d9 visual test confirms the behavior. */
547 if (context
->render_offscreen
&& !(rt_fmt_flags
& WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING
))
548 enable_blend
= FALSE
;
553 gl_info
->gl_ops
.gl
.p_glDisable(GL_BLEND
);
554 checkGLcall("glDisable(GL_BLEND)");
558 gl_info
->gl_ops
.gl
.p_glEnable(GL_BLEND
);
559 checkGLcall("glEnable(GL_BLEND)");
561 gl_blend_from_d3d(&src_blend
, &dst_blend
,
562 state
->render_states
[WINED3D_RS_SRCBLEND
],
563 state
->render_states
[WINED3D_RS_DESTBLEND
], rt_format
);
565 /* Re-apply BLENDOP(ALPHA) because of a possible SEPARATEALPHABLENDENABLE change */
566 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_BLENDOP
)))
567 state_blendop(context
, state
, STATE_RENDER(WINED3D_RS_BLENDOPALPHA
));
569 if (state
->render_states
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
571 GLenum src_blend_alpha
, dst_blend_alpha
;
573 /* Separate alpha blending requires GL_EXT_blend_function_separate, so make sure it is around */
574 if (!gl_info
->supported
[EXT_BLEND_FUNC_SEPARATE
])
576 WARN("Unsupported in local OpenGL implementation: glBlendFuncSeparate.\n");
580 gl_blend_from_d3d(&src_blend_alpha
, &dst_blend_alpha
,
581 state
->render_states
[WINED3D_RS_SRCBLENDALPHA
],
582 state
->render_states
[WINED3D_RS_DESTBLENDALPHA
], rt_format
);
584 GL_EXTCALL(glBlendFuncSeparate(src_blend
, dst_blend
, src_blend_alpha
, dst_blend_alpha
));
585 checkGLcall("glBlendFuncSeparate");
589 TRACE("glBlendFunc src=%x, dst=%x.\n", src_blend
, dst_blend
);
590 gl_info
->gl_ops
.gl
.p_glBlendFunc(src_blend
, dst_blend
);
591 checkGLcall("glBlendFunc");
594 /* Colorkey fixup for stage 0 alphaop depends on
595 * WINED3D_RS_ALPHABLENDENABLE state, so it may need updating. */
596 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
])
597 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
600 static void state_blend_factor_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
602 WARN("Unsupported in local OpenGL implementation: glBlendColor.\n");
605 static void state_blend_factor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
607 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
608 const struct wined3d_color
*factor
= &state
->blend_factor
;
610 TRACE("Setting blend factor to %s.\n", debug_color(factor
));
612 GL_EXTCALL(glBlendColor(factor
->r
, factor
->g
, factor
->b
, factor
->a
));
613 checkGLcall("glBlendColor");
616 static void state_blend_object(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
618 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
619 BOOL alpha_to_coverage
= FALSE
;
621 if (!gl_info
->supported
[ARB_MULTISAMPLE
])
624 if (state
->blend_state
)
626 struct wined3d_blend_state_desc
*desc
= &state
->blend_state
->desc
;
627 alpha_to_coverage
= desc
->alpha_to_coverage
;
630 if (alpha_to_coverage
)
631 gl_info
->gl_ops
.gl
.p_glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
633 gl_info
->gl_ops
.gl
.p_glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE
);
635 checkGLcall("blend state");
638 void state_alpha_test(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
640 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
643 BOOL enable_ckey
= FALSE
;
645 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
647 /* Find out if the texture on the first stage has a ckey set. The alpha
648 * state func reads the texture settings, even though alpha and texture
649 * are not grouped together. This is to avoid making a huge alpha +
650 * texture + texture stage + ckey block due to the hardly used
651 * WINED3D_RS_COLORKEYENABLE state(which is d3d <= 3 only). The texture
652 * function will call alpha in case it finds some texture + colorkeyenable
653 * combination which needs extra care. */
654 if (state
->textures
[0] && (state
->textures
[0]->async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
))
657 if (enable_ckey
|| context
->last_was_ckey
)
658 context_apply_state(context
, state
, STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
));
659 context
->last_was_ckey
= enable_ckey
;
661 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
]
662 || (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
))
664 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
665 checkGLcall("glEnable GL_ALPHA_TEST");
669 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
670 checkGLcall("glDisable GL_ALPHA_TEST");
671 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
677 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && enable_ckey
)
679 glParm
= GL_NOTEQUAL
;
684 ref
= wined3d_alpha_ref(state
);
685 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
689 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
690 checkGLcall("glAlphaFunc");
694 void state_clipping(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
696 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
697 uint32_t enable_mask
;
699 if (use_vs(state
) && !context
->d3d_info
->vs_clipping
)
703 /* The OpenGL spec says that clipping planes are disabled when using
704 * shaders. Direct3D planes aren't, so that is an issue. The MacOS ATI
705 * driver keeps clipping planes activated with shaders in some
706 * conditions I got sick of tracking down. The shader state handler
707 * disables all clip planes because of that - don't do anything here
708 * and keep them disabled. */
709 if (state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] && !warned
++)
710 FIXME("Clipping not supported with vertex shaders.\n");
714 /* glEnable(GL_CLIP_PLANEx) doesn't apply to (ARB backend) vertex shaders.
715 * The enabled / disabled planes are hardcoded into the shader. Update the
716 * shader to update the enabled clipplanes. In case of fixed function, we
717 * need to update the clipping field from ffp_vertex_settings. */
718 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
720 /* If enabling / disabling all
721 * TODO: Is this correct? Doesn't D3DRS_CLIPPING disable clipping on the viewport frustrum?
723 enable_mask
= state
->render_states
[WINED3D_RS_CLIPPING
] ?
724 state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
] : 0;
725 wined3d_context_gl_enable_clip_distances(context_gl
, enable_mask
);
728 static void state_specularenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
730 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
732 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
733 * and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
734 * specular color. This is wrong:
735 * Separate specular color means the specular colour is maintained separately, whereas
736 * single color means it is merged in. However in both cases they are being used to
738 * To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
739 * NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
743 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
744 * Instead, we need to setup the FinalCombiner properly.
746 * The default setup for the FinalCombiner is:
748 * <variable> <input> <mapping> <usage>
749 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
750 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
751 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
752 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
753 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
754 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
755 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
757 * That's pretty much fine as it is, except for variable B, which needs to take
758 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
759 * whether WINED3D_RS_SPECULARENABLE is enabled or not.
762 TRACE("Setting specular enable state and materials\n");
763 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
765 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
766 checkGLcall("glMaterialfv");
768 if (state
->material
.power
> gl_info
->limits
.shininess
)
770 /* glMaterialf man page says that the material says that GL_SHININESS must be between 0.0
771 * and 128.0, although in d3d neither -1 nor 129 produce an error. GL_NV_max_light_exponent
772 * allows bigger values. If the extension is supported, gl_info->limits.shininess contains the
773 * value reported by the extension, otherwise 128. For values > gl_info->limits.shininess clamp
774 * them, it should be safe to do so without major visual distortions.
776 WARN("Material power = %.8e, limit %.8e\n", state
->material
.power
, gl_info
->limits
.shininess
);
777 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, gl_info
->limits
.shininess
);
781 gl_info
->gl_ops
.gl
.p_glMaterialf(GL_FRONT_AND_BACK
, GL_SHININESS
, state
->material
.power
);
783 checkGLcall("glMaterialf(GL_SHININESS)");
785 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
786 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_SUM_EXT
);
788 TRACE("Specular colors cannot be enabled in this version of opengl\n");
789 checkGLcall("glEnable(GL_COLOR_SUM)");
791 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
793 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_PLUS_SECONDARY_COLOR_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
794 checkGLcall("glFinalCombinerInputNV()");
797 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
799 /* for the case of enabled lighting: */
800 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
801 checkGLcall("glMaterialfv");
803 /* for the case of disabled lighting: */
804 if (gl_info
->supported
[EXT_SECONDARY_COLOR
])
805 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_SUM_EXT
);
807 TRACE("Specular colors cannot be disabled in this version of opengl\n");
808 checkGLcall("glDisable(GL_COLOR_SUM)");
810 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
812 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV
, GL_SPARE0_NV
, GL_UNSIGNED_IDENTITY_NV
, GL_RGB
));
813 checkGLcall("glFinalCombinerInputNV()");
817 TRACE("diffuse %s\n", debug_color(&state
->material
.diffuse
));
818 TRACE("ambient %s\n", debug_color(&state
->material
.ambient
));
819 TRACE("specular %s\n", debug_color(&state
->material
.specular
));
820 TRACE("emissive %s\n", debug_color(&state
->material
.emissive
));
822 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
823 checkGLcall("glMaterialfv(GL_AMBIENT)");
824 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
825 checkGLcall("glMaterialfv(GL_DIFFUSE)");
826 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
827 checkGLcall("glMaterialfv(GL_EMISSION)");
830 static void state_texfactor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
832 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
833 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
834 struct wined3d_color color
;
837 /* Note the texture color applies to all textures whereas
838 * GL_TEXTURE_ENV_COLOR applies to active only. */
839 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
841 /* And now the default texture color as well */
842 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
844 /* Note the WINED3D_RS value applies to all textures, but GL has one
845 * per texture, so apply it now ready to be used! */
846 wined3d_context_gl_active_texture(context_gl
, gl_info
, i
);
848 gl_info
->gl_ops
.gl
.p_glTexEnvfv(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_COLOR
, &color
.r
);
849 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
853 static void renderstate_stencil_twosided(struct wined3d_context
*context
, GLint face
,
854 GLint func
, GLint ref
, GLuint mask
, GLint stencilFail
, GLint depthFail
, GLint stencilPass
)
856 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
858 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
859 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
860 GL_EXTCALL(glActiveStencilFaceEXT(face
));
861 checkGLcall("glActiveStencilFaceEXT(...)");
862 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
863 checkGLcall("glStencilFunc(...)");
864 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
865 checkGLcall("glStencilOp(...)");
868 static GLenum
gl_stencil_op(enum wined3d_stencil_op op
)
872 case WINED3D_STENCIL_OP_KEEP
:
874 case WINED3D_STENCIL_OP_ZERO
:
876 case WINED3D_STENCIL_OP_REPLACE
:
878 case WINED3D_STENCIL_OP_INCR_SAT
:
880 case WINED3D_STENCIL_OP_DECR_SAT
:
882 case WINED3D_STENCIL_OP_INVERT
:
884 case WINED3D_STENCIL_OP_INCR
:
886 case WINED3D_STENCIL_OP_DECR
:
890 WARN("Unrecognized stencil op %#x.\n", op
);
892 FIXME("Unrecognized stencil op %#x.\n", op
);
897 static void state_stencil(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
899 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
900 DWORD onesided_enable
;
901 DWORD twosided_enable
;
907 GLint stencilFail_back
;
909 GLint stencilPass_back
;
911 GLint depthFail_back
;
913 /* No stencil test without a stencil buffer. */
914 if (!state
->fb
->depth_stencil
)
916 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
917 checkGLcall("glDisable GL_STENCIL_TEST");
921 onesided_enable
= state
->render_states
[WINED3D_RS_STENCILENABLE
];
922 twosided_enable
= state
->render_states
[WINED3D_RS_TWOSIDEDSTENCILMODE
];
923 if (!(func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_STENCILFUNC
])))
925 if (!(func_back
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_BACK_STENCILFUNC
])))
926 func_back
= GL_ALWAYS
;
927 mask
= state
->render_states
[WINED3D_RS_STENCILMASK
];
928 ref
= state
->render_states
[WINED3D_RS_STENCILREF
] & ((1 << state
->fb
->depth_stencil
->format
->stencil_size
) - 1);
929 stencilFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILFAIL
]);
930 depthFail
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILZFAIL
]);
931 stencilPass
= gl_stencil_op(state
->render_states
[WINED3D_RS_STENCILPASS
]);
932 stencilFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILFAIL
]);
933 depthFail_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILZFAIL
]);
934 stencilPass_back
= gl_stencil_op(state
->render_states
[WINED3D_RS_BACK_STENCILPASS
]);
936 TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
937 "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
938 "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
939 onesided_enable
, twosided_enable
, ref
, mask
,
940 func
, stencilFail
, depthFail
, stencilPass
,
941 func_back
, stencilFail_back
, depthFail_back
, stencilPass_back
);
943 if (twosided_enable
&& onesided_enable
)
945 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
946 checkGLcall("glEnable GL_STENCIL_TEST");
948 if (gl_info
->supported
[WINED3D_GL_VERSION_2_0
])
950 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT
, func
, ref
, mask
));
951 GL_EXTCALL(glStencilOpSeparate(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
952 GL_EXTCALL(glStencilFuncSeparate(GL_BACK
, func_back
, ref
, mask
));
953 GL_EXTCALL(glStencilOpSeparate(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
954 checkGLcall("setting two sided stencil state");
956 else if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
958 /* Apply back first, then front. This function calls glActiveStencilFaceEXT,
959 * which has an effect on the code below too. If we apply the front face
960 * afterwards, we are sure that the active stencil face is set to front,
961 * and other stencil functions which do not use two sided stencil do not have
964 renderstate_stencil_twosided(context
, GL_BACK
,
965 func_back
, ref
, mask
, stencilFail_back
, depthFail_back
, stencilPass_back
);
966 renderstate_stencil_twosided(context
, GL_FRONT
,
967 func
, ref
, mask
, stencilFail
, depthFail
, stencilPass
);
969 else if (gl_info
->supported
[ATI_SEPARATE_STENCIL
])
971 GL_EXTCALL(glStencilFuncSeparateATI(func
, func_back
, ref
, mask
));
972 checkGLcall("glStencilFuncSeparateATI(...)");
973 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT
, stencilFail
, depthFail
, stencilPass
));
974 checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
975 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK
, stencilFail_back
, depthFail_back
, stencilPass_back
));
976 checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
980 FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
983 else if(onesided_enable
)
985 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
987 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
988 checkGLcall("glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
991 /* This code disables the ATI extension as well, since the standard stencil functions are equal
992 * to calling the ATI functions with GL_FRONT_AND_BACK as face parameter
994 gl_info
->gl_ops
.gl
.p_glEnable(GL_STENCIL_TEST
);
995 checkGLcall("glEnable GL_STENCIL_TEST");
996 gl_info
->gl_ops
.gl
.p_glStencilFunc(func
, ref
, mask
);
997 checkGLcall("glStencilFunc(...)");
998 gl_info
->gl_ops
.gl
.p_glStencilOp(stencilFail
, depthFail
, stencilPass
);
999 checkGLcall("glStencilOp(...)");
1003 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST
);
1004 checkGLcall("glDisable GL_STENCIL_TEST");
1008 static void state_stencilwrite2s_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1010 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
1011 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1013 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK
));
1014 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
1015 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1016 checkGLcall("glStencilMask");
1017 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT
));
1018 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
1019 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1022 static void state_stencilwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1024 DWORD mask
= state
->fb
->depth_stencil
? state
->render_states
[WINED3D_RS_STENCILWRITEMASK
] : 0;
1025 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1027 gl_info
->gl_ops
.gl
.p_glStencilMask(mask
);
1028 checkGLcall("glStencilMask");
1031 static void state_fog_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1033 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1035 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1037 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1040 /* Table fog on: Never use fog coords, and use per-fragment fog */
1041 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
1043 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_NICEST
);
1044 if (context
->fog_coord
)
1046 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1047 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1048 context
->fog_coord
= FALSE
;
1051 /* Range fog is only used with per-vertex fog in d3d */
1052 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1054 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1055 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1060 /* Otherwise use per-vertex fog in any case */
1061 gl_info
->gl_ops
.gl
.p_glHint(GL_FOG_HINT
, GL_FASTEST
);
1063 if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
1065 /* No fog at all, or transformed vertices: Use fog coord */
1066 if (!context
->fog_coord
)
1068 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FOG_COORDINATE_EXT
);
1069 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)");
1070 context
->fog_coord
= TRUE
;
1075 /* Otherwise, use the fragment depth */
1076 if (context
->fog_coord
)
1078 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_COORDINATE_SOURCE_EXT
, GL_FRAGMENT_DEPTH_EXT
);
1079 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT)");
1080 context
->fog_coord
= FALSE
;
1083 if (state
->render_states
[WINED3D_RS_RANGEFOGENABLE
])
1085 if (gl_info
->supported
[NV_FOG_DISTANCE
])
1087 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_RADIAL_NV
);
1088 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV)");
1092 WARN("Range fog enabled, but not supported by this GL implementation.\n");
1095 else if (gl_info
->supported
[NV_FOG_DISTANCE
])
1097 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_DISTANCE_MODE_NV
, GL_EYE_PLANE_ABSOLUTE_NV
);
1098 checkGLcall("glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV)");
1103 void state_fogstartend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1105 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1106 float fogstart
, fogend
;
1108 get_fog_start_end(context
, state
, &fogstart
, &fogend
);
1110 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_START
, fogstart
);
1111 checkGLcall("glFogf(GL_FOG_START, fogstart)");
1112 TRACE("Fog Start == %f\n", fogstart
);
1114 gl_info
->gl_ops
.gl
.p_glFogf(GL_FOG_END
, fogend
);
1115 checkGLcall("glFogf(GL_FOG_END, fogend)");
1116 TRACE("Fog End == %f\n", fogend
);
1119 void state_fog_fragpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1121 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1122 enum fogsource new_source
;
1123 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
1124 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
1126 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
1128 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
1130 /* No fog? Disable it, and we're done :-) */
1131 gl_info
->p_glDisableWINE(GL_FOG
);
1132 checkGLcall("glDisable GL_FOG");
1138 * With fixed function vertex processing, Direct3D knows 2 different fog input sources.
1139 * It can use the Z value of the vertex, or the alpha component of the specular color.
1140 * This depends on the fog vertex, fog table and the vertex declaration. If the Z value
1141 * is used, fogstart, fogend and the equation type are used, otherwise linear fog with
1142 * start = 255, end = 0 is used. Obviously the msdn is not very clear on that.
1144 * FOGTABLEMODE != NONE:
1145 * The Z value is used, with the equation specified, no matter what vertex type.
1147 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, untransformed:
1148 * Per vertex fog is calculated using the specified fog equation and the parameters
1150 * FOGTABLEMODE == NONE, FOGVERTEXMODE != NONE, transformed, OR
1151 * FOGTABLEMODE == NONE, FOGVERTEXMODE == NONE, untransformed:
1152 * Linear fog with start = 255.0, end = 0.0, input comes from the specular color
1155 * Rules for vertex fog with shaders:
1157 * When mixing fixed function functionality with the programmable pipeline, D3D expects
1158 * the fog computation to happen during transformation while openGL expects it to happen
1159 * during rasterization. Also, prior to pixel shader 3.0 D3D handles fog blending after
1160 * the pixel shader while openGL always expects the pixel shader to handle the blending.
1161 * To solve this problem, WineD3D does:
1162 * 1) implement a linear fog equation and fog blending at the end of every pre 3.0 pixel
1164 * and 2) disables the fog computation (in either the fixed function or programmable
1165 * rasterizer) if using a vertex program.
1167 * D3D shaders can provide an explicit fog coordinate. This fog coordinate is used with
1168 * D3DRS_FOGTABLEMODE==D3DFOG_NONE. The FOGVERTEXMODE is ignored, d3d always uses linear
1169 * fog with start=1.0 and end=0.0 in this case. This is similar to fog coordinates in
1170 * the specular color, a vertex shader counts as pretransformed geometry in this case.
1171 * There are some GL differences between specular fog coords and vertex shaders though.
1173 * With table fog the vertex shader fog coordinate is ignored.
1175 * If a fogtablemode and a fogvertexmode are specified, table fog is applied (with or
1179 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes,
1180 * the system will apply only pixel(=table) fog effects."
1182 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
1186 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1187 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1188 new_source
= FOGSOURCE_VS
;
1192 switch (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
])
1194 /* If processed vertices are used, fall through to the NONE case */
1195 case WINED3D_FOG_EXP
:
1196 if (!context
->last_was_rhw
)
1198 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1199 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1200 new_source
= FOGSOURCE_FFP
;
1205 case WINED3D_FOG_EXP2
:
1206 if (!context
->last_was_rhw
)
1208 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1209 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1210 new_source
= FOGSOURCE_FFP
;
1215 case WINED3D_FOG_LINEAR
:
1216 if (!context
->last_was_rhw
)
1218 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1219 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1220 new_source
= FOGSOURCE_FFP
;
1225 case WINED3D_FOG_NONE
:
1226 /* Both are none? According to msdn the alpha channel of
1227 * the specular colour contains a fog factor. Set it in
1228 * draw_primitive_immediate_mode(). Same happens with
1229 * vertex fog on transformed vertices. */
1230 new_source
= FOGSOURCE_COORD
;
1231 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1232 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1236 FIXME("Unexpected WINED3D_RS_FOGVERTEXMODE %#x.\n",
1237 state
->render_states
[WINED3D_RS_FOGVERTEXMODE
]);
1238 new_source
= FOGSOURCE_FFP
; /* Make the compiler happy */
1242 new_source
= FOGSOURCE_FFP
;
1244 switch (state
->render_states
[WINED3D_RS_FOGTABLEMODE
])
1246 case WINED3D_FOG_EXP
:
1247 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP
);
1248 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP)");
1251 case WINED3D_FOG_EXP2
:
1252 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_EXP2
);
1253 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2)");
1256 case WINED3D_FOG_LINEAR
:
1257 gl_info
->gl_ops
.gl
.p_glFogi(GL_FOG_MODE
, GL_LINEAR
);
1258 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
1261 case WINED3D_FOG_NONE
: /* Won't happen */
1263 FIXME("Unexpected WINED3D_RS_FOGTABLEMODE %#x.\n",
1264 state
->render_states
[WINED3D_RS_FOGTABLEMODE
]);
1268 gl_info
->p_glEnableWINE(GL_FOG
);
1269 checkGLcall("glEnable GL_FOG");
1270 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
1272 context
->fog_source
= new_source
;
1273 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
1277 void state_fogcolor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1279 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1280 struct wined3d_color color
;
1282 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1283 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_COLOR
, &color
.r
);
1284 checkGLcall("glFog GL_FOG_COLOR");
1287 void state_fogdensity(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1289 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1295 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1296 gl_info
->gl_ops
.gl
.p_glFogfv(GL_FOG_DENSITY
, &tmpvalue
.f
);
1297 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
1300 static void state_colormat(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1302 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1303 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1306 /* Depends on the decoded vertex declaration to read the existence of
1307 * diffuse data. The vertex declaration will call this function if the
1308 * fixed function pipeline is used. */
1309 if (isStateDirty(&context_gl
->c
, STATE_VDECL
))
1312 context_gl
->untracked_material_count
= 0;
1313 if ((context_gl
->c
.stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
))
1314 && state
->render_states
[WINED3D_RS_COLORVERTEX
])
1316 TRACE("diff %d, amb %d, emis %d, spec %d\n",
1317 state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
],
1318 state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
],
1319 state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
],
1320 state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
]);
1322 if (state
->render_states
[WINED3D_RS_DIFFUSEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1324 if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1325 Parm
= GL_AMBIENT_AND_DIFFUSE
;
1328 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1329 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1330 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1331 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1333 else if (state
->render_states
[WINED3D_RS_AMBIENTMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1336 if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1337 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_EMISSION
;
1338 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1339 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1341 else if (state
->render_states
[WINED3D_RS_EMISSIVEMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1344 if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1345 context_gl
->untracked_materials
[context_gl
->untracked_material_count
++] = GL_SPECULAR
;
1347 else if (state
->render_states
[WINED3D_RS_SPECULARMATERIALSOURCE
] == WINED3D_MCS_COLOR1
)
1353 /* Nothing changed, return. */
1354 if (Parm
== context_gl
->tracking_parm
)
1359 gl_info
->gl_ops
.gl
.p_glDisable(GL_COLOR_MATERIAL
);
1360 checkGLcall("glDisable GL_COLOR_MATERIAL");
1364 gl_info
->gl_ops
.gl
.p_glColorMaterial(GL_FRONT_AND_BACK
, Parm
);
1365 checkGLcall("glColorMaterial(GL_FRONT_AND_BACK, Parm)");
1366 gl_info
->gl_ops
.gl
.p_glEnable(GL_COLOR_MATERIAL
);
1367 checkGLcall("glEnable(GL_COLOR_MATERIAL)");
1370 /* Apparently calls to glMaterialfv are ignored for properties we're
1371 * tracking with glColorMaterial, so apply those here. */
1372 switch (context_gl
->tracking_parm
)
1374 case GL_AMBIENT_AND_DIFFUSE
:
1375 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1376 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1377 checkGLcall("glMaterialfv");
1381 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_DIFFUSE
, (float *)&state
->material
.diffuse
);
1382 checkGLcall("glMaterialfv");
1386 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_AMBIENT
, (float *)&state
->material
.ambient
);
1387 checkGLcall("glMaterialfv");
1391 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_EMISSION
, (float *)&state
->material
.emissive
);
1392 checkGLcall("glMaterialfv");
1396 /* Only change material color if specular is enabled, otherwise it is set to black */
1397 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1399 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, (float *)&state
->material
.specular
);
1400 checkGLcall("glMaterialfv");
1404 static const GLfloat black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1405 gl_info
->gl_ops
.gl
.p_glMaterialfv(GL_FRONT_AND_BACK
, GL_SPECULAR
, &black
[0]);
1406 checkGLcall("glMaterialfv");
1411 context_gl
->tracking_parm
= Parm
;
1414 static void state_linepattern(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1416 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1420 struct wined3d_line_pattern lp
;
1422 tmppattern
.d
= state
->render_states
[WINED3D_RS_LINEPATTERN
];
1424 TRACE("Line pattern: repeat %d bits %x.\n", tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1426 if (tmppattern
.lp
.repeat_factor
)
1428 gl_info
->gl_ops
.gl
.p_glLineStipple(tmppattern
.lp
.repeat_factor
, tmppattern
.lp
.line_pattern
);
1429 checkGLcall("glLineStipple(repeat, linepattern)");
1430 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_STIPPLE
);
1431 checkGLcall("glEnable(GL_LINE_STIPPLE);");
1435 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_STIPPLE
);
1436 checkGLcall("glDisable(GL_LINE_STIPPLE);");
1440 static void state_linepattern_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1442 static unsigned int once
;
1445 FIXME("Setting line patterns is not supported in OpenGL core contexts.\n");
1448 static void state_normalize(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1450 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1452 if (isStateDirty(context
, STATE_VDECL
))
1455 /* Without vertex normals, we set the current normal to 0/0/0 to remove the diffuse factor
1456 * from the opengl lighting equation, as d3d does. Normalization of 0/0/0 can lead to a division
1457 * by zero and is not properly defined in opengl, so avoid it
1459 if (state
->render_states
[WINED3D_RS_NORMALIZENORMALS
]
1460 && (context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
)))
1462 gl_info
->gl_ops
.gl
.p_glEnable(GL_NORMALIZE
);
1463 checkGLcall("glEnable(GL_NORMALIZE);");
1467 gl_info
->gl_ops
.gl
.p_glDisable(GL_NORMALIZE
);
1468 checkGLcall("glDisable(GL_NORMALIZE);");
1472 static void state_psizemin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1476 get_pointsize_minmax(context
, state
, &min
, &max
);
1479 FIXME("WINED3D_RS_POINTSIZE_MIN value %.8e not supported on this OpenGL implementation.\n", min
);
1481 FIXME("WINED3D_RS_POINTSIZE_MAX value %.8e not supported on this OpenGL implementation.\n", max
);
1484 static void state_psizemin_ext(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1486 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1489 get_pointsize_minmax(context
, state
, &min
, &max
);
1491 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MIN_EXT
, min
);
1492 checkGLcall("glPointParameterfEXT(...)");
1493 GL_EXTCALL(glPointParameterfEXT
)(GL_POINT_SIZE_MAX_EXT
, max
);
1494 checkGLcall("glPointParameterfEXT(...)");
1497 static void state_psizemin_arb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1499 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1502 get_pointsize_minmax(context
, state
, &min
, &max
);
1504 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MIN_ARB
, min
);
1505 checkGLcall("glPointParameterfARB(...)");
1506 GL_EXTCALL(glPointParameterfARB
)(GL_POINT_SIZE_MAX_ARB
, max
);
1507 checkGLcall("glPointParameterfARB(...)");
1510 static void state_pscale(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1512 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1516 get_pointsize(context
, state
, &pointsize
, att
);
1518 if (gl_info
->supported
[ARB_POINT_PARAMETERS
])
1520 GL_EXTCALL(glPointParameterfvARB
)(GL_POINT_DISTANCE_ATTENUATION_ARB
, att
);
1521 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...)");
1523 else if (gl_info
->supported
[EXT_POINT_PARAMETERS
])
1525 GL_EXTCALL(glPointParameterfvEXT
)(GL_DISTANCE_ATTENUATION_EXT
, att
);
1526 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...)");
1528 else if (state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
1530 WARN("POINT_PARAMETERS not supported in this version of opengl\n");
1533 gl_info
->gl_ops
.gl
.p_glPointSize(max(pointsize
, FLT_MIN
));
1534 checkGLcall("glPointSize(...);");
1537 static void state_debug_monitor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1539 WARN("token: %#x.\n", state
->render_states
[WINED3D_RS_DEBUGMONITORTOKEN
]);
1542 static void state_colorwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1544 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1545 DWORD mask0
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE
];
1546 DWORD mask1
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
];
1547 DWORD mask2
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
];
1548 DWORD mask3
= state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
];
1550 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
1551 mask0
& WINED3DCOLORWRITEENABLE_RED
? 1 : 0,
1552 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? 1 : 0,
1553 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? 1 : 0,
1554 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? 1 : 0);
1555 gl_info
->gl_ops
.gl
.p_glColorMask(mask0
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1556 mask0
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1557 mask0
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1558 mask0
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
);
1559 checkGLcall("glColorMask(...)");
1561 if (!((mask1
== mask0
&& mask2
== mask0
&& mask3
== mask0
)
1562 || (mask1
== 0xf && mask2
== 0xf && mask3
== 0xf)))
1564 FIXME("WINED3D_RS_COLORWRITEENABLE/1/2/3, %#x/%#x/%#x/%#x not yet implemented.\n",
1565 mask0
, mask1
, mask2
, mask3
);
1566 FIXME("Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n");
1570 static void set_color_mask(const struct wined3d_gl_info
*gl_info
, UINT index
, DWORD mask
)
1572 GL_EXTCALL(glColorMaski(index
,
1573 mask
& WINED3DCOLORWRITEENABLE_RED
? GL_TRUE
: GL_FALSE
,
1574 mask
& WINED3DCOLORWRITEENABLE_GREEN
? GL_TRUE
: GL_FALSE
,
1575 mask
& WINED3DCOLORWRITEENABLE_BLUE
? GL_TRUE
: GL_FALSE
,
1576 mask
& WINED3DCOLORWRITEENABLE_ALPHA
? GL_TRUE
: GL_FALSE
));
1577 checkGLcall("glColorMaski");
1580 static void state_colorwrite0(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1582 set_color_mask(wined3d_context_gl(context
)->gl_info
, 0, state
->render_states
[WINED3D_RS_COLORWRITEENABLE
]);
1585 static void state_colorwrite1(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1587 set_color_mask(wined3d_context_gl(context
)->gl_info
, 1, state
->render_states
[WINED3D_RS_COLORWRITEENABLE1
]);
1590 static void state_colorwrite2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1592 set_color_mask(wined3d_context_gl(context
)->gl_info
, 2, state
->render_states
[WINED3D_RS_COLORWRITEENABLE2
]);
1595 static void state_colorwrite3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1597 set_color_mask(wined3d_context_gl(context
)->gl_info
, 3, state
->render_states
[WINED3D_RS_COLORWRITEENABLE3
]);
1600 static void state_localviewer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1602 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1604 if (state
->render_states
[WINED3D_RS_LOCALVIEWER
])
1606 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 1);
1607 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1)");
1611 gl_info
->gl_ops
.gl
.p_glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER
, 0);
1612 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)");
1616 static void state_lastpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1618 if (state
->render_states
[WINED3D_RS_LASTPIXEL
])
1620 TRACE("Last Pixel Drawing Enabled\n");
1626 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
1629 TRACE("Last Pixel Drawing Disabled, not handled yet\n");
1634 void state_pointsprite_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1638 /* TODO: NV_POINT_SPRITE */
1639 if (!warned
&& state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1641 /* A FIXME, not a WARN because point sprites should be software emulated if not supported by HW */
1642 FIXME("Point sprites not supported\n");
1647 void state_pointsprite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1649 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1651 if (state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
])
1653 gl_info
->gl_ops
.gl
.p_glEnable(GL_POINT_SPRITE_ARB
);
1654 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
1658 gl_info
->gl_ops
.gl
.p_glDisable(GL_POINT_SPRITE_ARB
);
1659 checkGLcall("glDisable(GL_POINT_SPRITE_ARB)");
1663 static void state_wrap(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1665 static unsigned int once
;
1667 if ((state
->render_states
[WINED3D_RS_WRAP0
]
1668 || state
->render_states
[WINED3D_RS_WRAP1
]
1669 || state
->render_states
[WINED3D_RS_WRAP2
]
1670 || state
->render_states
[WINED3D_RS_WRAP3
]
1671 || state
->render_states
[WINED3D_RS_WRAP4
]
1672 || state
->render_states
[WINED3D_RS_WRAP5
]
1673 || state
->render_states
[WINED3D_RS_WRAP6
]
1674 || state
->render_states
[WINED3D_RS_WRAP7
]
1675 || state
->render_states
[WINED3D_RS_WRAP8
]
1676 || state
->render_states
[WINED3D_RS_WRAP9
]
1677 || state
->render_states
[WINED3D_RS_WRAP10
]
1678 || state
->render_states
[WINED3D_RS_WRAP11
]
1679 || state
->render_states
[WINED3D_RS_WRAP12
]
1680 || state
->render_states
[WINED3D_RS_WRAP13
]
1681 || state
->render_states
[WINED3D_RS_WRAP14
]
1682 || state
->render_states
[WINED3D_RS_WRAP15
])
1684 FIXME("(WINED3D_RS_WRAP0) Texture wrapping not yet supported.\n");
1687 static void state_msaa_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1689 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1690 WARN("Multisample antialiasing not supported by GL.\n");
1693 static void state_msaa(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1695 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1697 if (state
->render_states
[WINED3D_RS_MULTISAMPLEANTIALIAS
])
1699 gl_info
->gl_ops
.gl
.p_glEnable(GL_MULTISAMPLE_ARB
);
1700 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
1704 gl_info
->gl_ops
.gl
.p_glDisable(GL_MULTISAMPLE_ARB
);
1705 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
1709 static void state_line_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1711 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1713 if (state
->render_states
[WINED3D_RS_EDGEANTIALIAS
]
1714 || state
->render_states
[WINED3D_RS_ANTIALIASEDLINEENABLE
])
1716 gl_info
->gl_ops
.gl
.p_glEnable(GL_LINE_SMOOTH
);
1717 checkGLcall("glEnable(GL_LINE_SMOOTH)");
1721 gl_info
->gl_ops
.gl
.p_glDisable(GL_LINE_SMOOTH
);
1722 checkGLcall("glDisable(GL_LINE_SMOOTH)");
1726 static void state_scissor(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1728 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1730 if (state
->render_states
[WINED3D_RS_SCISSORTESTENABLE
])
1732 gl_info
->gl_ops
.gl
.p_glEnable(GL_SCISSOR_TEST
);
1733 checkGLcall("glEnable(GL_SCISSOR_TEST)");
1737 gl_info
->gl_ops
.gl
.p_glDisable(GL_SCISSOR_TEST
);
1738 checkGLcall("glDisable(GL_SCISSOR_TEST)");
1742 /* The Direct3D depth bias is specified in normalized depth coordinates. In
1743 * OpenGL the bias is specified in units of "the smallest value that is
1744 * guaranteed to produce a resolvable offset for a given implementation". To
1745 * convert from D3D to GL we need to divide the D3D depth bias by that value.
1746 * We try to detect the value from GL with test draws. On most drivers (r300g,
1747 * 600g, Nvidia, i965 on Mesa) the value is 2^23 for fixed point depth buffers,
1748 * for r200 and i965 on OSX it is 2^24, for r500 on OSX it is 2^22. For floating
1749 * point buffers it is 2^22, 2^23 or 2^24 depending on the GPU. The value does
1750 * not depend on the depth buffer precision on any driver.
1752 * Two games that are picky regarding depth bias are Mass Effect 2 (flickering
1753 * decals) and F.E.A.R and F.E.A.R. 2 (semi-transparent guns).
1755 * Note that SLOPESCALEDEPTHBIAS is a scaling factor for the depth slope, and
1756 * doesn't need to be scaled to account for GL vs D3D differences. */
1757 static void state_depthbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1759 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1761 if (state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
]
1762 || state
->render_states
[WINED3D_RS_DEPTHBIAS
])
1764 const struct wined3d_rendertarget_view
*depth
= state
->fb
->depth_stencil
;
1765 float factor
, units
, scale
, clamp
;
1771 } scale_bias
, const_bias
;
1773 clamp
= state
->rasterizer_state
? state
->rasterizer_state
->desc
.depth_bias_clamp
: 0.0f
;
1774 scale_bias
.d
= state
->render_states
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
1775 const_bias
.d
= state
->render_states
[WINED3D_RS_DEPTHBIAS
];
1777 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_DEPTH_BIAS
)
1779 factor
= units
= -(float)const_bias
.d
;
1785 scale
= depth
->format
->depth_bias_scale
;
1787 TRACE("Depth format %s, using depthbias scale of %.8e.\n",
1788 debug_d3dformat(depth
->format
->id
), scale
);
1792 /* The context manager will reapply this state on a depth stencil change */
1793 TRACE("No depth stencil, using depth bias scale of 0.0.\n");
1797 factor
= scale_bias
.f
;
1798 units
= const_bias
.f
* scale
;
1801 gl_info
->gl_ops
.gl
.p_glEnable(GL_POLYGON_OFFSET_FILL
);
1802 if (gl_info
->supported
[ARB_POLYGON_OFFSET_CLAMP
])
1804 gl_info
->gl_ops
.ext
.p_glPolygonOffsetClamp(factor
, units
, clamp
);
1809 WARN("Ignoring depth bias clamp %.8e.\n", clamp
);
1810 gl_info
->gl_ops
.gl
.p_glPolygonOffset(factor
, units
);
1815 gl_info
->gl_ops
.gl
.p_glDisable(GL_POLYGON_OFFSET_FILL
);
1818 checkGLcall("depth bias");
1821 static void state_zvisible(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1823 if (state
->render_states
[WINED3D_RS_ZVISIBLE
])
1824 FIXME("WINED3D_RS_ZVISIBLE not implemented.\n");
1827 static void state_stippledalpha(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1829 if (state
->render_states
[WINED3D_RS_STIPPLEDALPHA
])
1830 FIXME("Stippled Alpha not supported yet.\n");
1833 static void state_antialias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1835 if (state
->render_states
[WINED3D_RS_ANTIALIAS
])
1836 FIXME("Antialias not supported yet.\n");
1839 static void state_multisampmask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1841 if (state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
] != 0xffffffff)
1842 FIXME("WINED3D_RS_MULTISAMPLEMASK %#x not yet implemented.\n",
1843 state
->render_states
[WINED3D_RS_MULTISAMPLEMASK
]);
1846 static void state_patchedgestyle(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1848 if (state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
] != WINED3D_PATCH_EDGE_DISCRETE
)
1849 FIXME("WINED3D_RS_PATCHEDGESTYLE %#x not yet implemented.\n",
1850 state
->render_states
[WINED3D_RS_PATCHEDGESTYLE
]);
1853 static void state_patchsegments(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1861 if (state
->render_states
[WINED3D_RS_PATCHSEGMENTS
] != tmpvalue
.d
)
1863 static BOOL displayed
= FALSE
;
1865 tmpvalue
.d
= state
->render_states
[WINED3D_RS_PATCHSEGMENTS
];
1867 FIXME("(WINED3D_RS_PATCHSEGMENTS,%f) not yet implemented\n", tmpvalue
.f
);
1873 static void state_positiondegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1875 if (state
->render_states
[WINED3D_RS_POSITIONDEGREE
] != WINED3D_DEGREE_CUBIC
)
1876 FIXME("WINED3D_RS_POSITIONDEGREE %#x not yet implemented.\n",
1877 state
->render_states
[WINED3D_RS_POSITIONDEGREE
]);
1880 static void state_normaldegree(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1882 if (state
->render_states
[WINED3D_RS_NORMALDEGREE
] != WINED3D_DEGREE_LINEAR
)
1883 FIXME("WINED3D_RS_NORMALDEGREE %#x not yet implemented.\n",
1884 state
->render_states
[WINED3D_RS_NORMALDEGREE
]);
1887 static void state_tessellation(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1889 if (state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
])
1890 FIXME("WINED3D_RS_ENABLEADAPTIVETESSELLATION %#x not yet implemented.\n",
1891 state
->render_states
[WINED3D_RS_ENABLEADAPTIVETESSELLATION
]);
1894 static void state_nvdb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1896 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
1903 if (state
->render_states
[WINED3D_RS_ADAPTIVETESS_X
] == WINED3DFMT_NVDB
)
1905 zmin
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_Z
];
1906 zmax
.d
= state
->render_states
[WINED3D_RS_ADAPTIVETESS_W
];
1908 /* If zmin is larger than zmax INVALID_VALUE error is generated.
1909 * In d3d9 test is not performed in this case*/
1910 if (zmin
.f
<= zmax
.f
)
1912 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_BOUNDS_TEST_EXT
);
1913 checkGLcall("glEnable(GL_DEPTH_BOUNDS_TEST_EXT)");
1914 GL_EXTCALL(glDepthBoundsEXT(zmin
.f
, zmax
.f
));
1915 checkGLcall("glDepthBoundsEXT(...)");
1919 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1920 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1925 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_BOUNDS_TEST_EXT
);
1926 checkGLcall("glDisable(GL_DEPTH_BOUNDS_TEST_EXT)");
1929 state_tessellation(context
, state
, STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
));
1932 static void state_wrapu(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1934 if (state
->render_states
[WINED3D_RS_WRAPU
])
1935 FIXME("Render state WINED3D_RS_WRAPU not implemented yet.\n");
1938 static void state_wrapv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1940 if (state
->render_states
[WINED3D_RS_WRAPV
])
1941 FIXME("Render state WINED3D_RS_WRAPV not implemented yet.\n");
1944 static void state_monoenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1946 if (state
->render_states
[WINED3D_RS_MONOENABLE
])
1947 FIXME("Render state WINED3D_RS_MONOENABLE not implemented yet.\n");
1950 static void state_rop2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1952 if (state
->render_states
[WINED3D_RS_ROP2
])
1953 FIXME("Render state WINED3D_RS_ROP2 not implemented yet.\n");
1956 static void state_planemask(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1958 if (state
->render_states
[WINED3D_RS_PLANEMASK
])
1959 FIXME("Render state WINED3D_RS_PLANEMASK not implemented yet.\n");
1962 static void state_subpixel(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1964 if (state
->render_states
[WINED3D_RS_SUBPIXEL
])
1965 FIXME("Render state WINED3D_RS_SUBPIXEL not implemented yet.\n");
1968 static void state_subpixelx(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1970 if (state
->render_states
[WINED3D_RS_SUBPIXELX
])
1971 FIXME("Render state WINED3D_RS_SUBPIXELX not implemented yet.\n");
1974 static void state_stippleenable(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1976 if (state
->render_states
[WINED3D_RS_STIPPLEENABLE
])
1977 FIXME("Render state WINED3D_RS_STIPPLEENABLE not implemented yet.\n");
1980 static void state_mipmaplodbias(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1982 if (state
->render_states
[WINED3D_RS_MIPMAPLODBIAS
])
1983 FIXME("Render state WINED3D_RS_MIPMAPLODBIAS not implemented yet.\n");
1986 static void state_anisotropy(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1988 if (state
->render_states
[WINED3D_RS_ANISOTROPY
])
1989 FIXME("Render state WINED3D_RS_ANISOTROPY not implemented yet.\n");
1992 static void state_flushbatch(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
1994 if (state
->render_states
[WINED3D_RS_FLUSHBATCH
])
1995 FIXME("Render state WINED3D_RS_FLUSHBATCH not implemented yet.\n");
1998 static void state_translucentsi(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2000 if (state
->render_states
[WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
])
2001 FIXME("Render state WINED3D_RS_TRANSLUCENTSORTINDEPENDENT not implemented yet.\n");
2004 static void state_extents(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2006 if (state
->render_states
[WINED3D_RS_EXTENTS
])
2007 FIXME("Render state WINED3D_RS_EXTENTS not implemented yet.\n");
2010 static void state_ckeyblend(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2012 if (state
->render_states
[WINED3D_RS_COLORKEYBLENDENABLE
])
2013 FIXME("Render state WINED3D_RS_COLORKEYBLENDENABLE not implemented yet.\n");
2016 static void state_swvp(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
2019 if (state
->render_states
[WINED3D_RS_SOFTWAREVERTEXPROCESSING
])
2022 FIXME("Software vertex processing not implemented.\n");
2026 static void get_src_and_opr(DWORD arg
, BOOL is_alpha
, GLenum
* source
, GLenum
* operand
) {
2027 /* The WINED3DTA_ALPHAREPLICATE flag specifies the alpha component of the
2028 * input should be used for all input components. The WINED3DTA_COMPLEMENT
2029 * flag specifies the complement of the input should be used. */
2030 BOOL from_alpha
= is_alpha
|| arg
& WINED3DTA_ALPHAREPLICATE
;
2031 BOOL complement
= arg
& WINED3DTA_COMPLEMENT
;
2033 /* Calculate the operand */
2035 if (from_alpha
) *operand
= GL_ONE_MINUS_SRC_ALPHA
;
2036 else *operand
= GL_ONE_MINUS_SRC_COLOR
;
2038 if (from_alpha
) *operand
= GL_SRC_ALPHA
;
2039 else *operand
= GL_SRC_COLOR
;
2042 /* Calculate the source */
2043 switch (arg
& WINED3DTA_SELECTMASK
) {
2044 case WINED3DTA_CURRENT
: *source
= GL_PREVIOUS_EXT
; break;
2045 case WINED3DTA_DIFFUSE
: *source
= GL_PRIMARY_COLOR_EXT
; break;
2046 case WINED3DTA_TEXTURE
: *source
= GL_TEXTURE
; break;
2047 case WINED3DTA_TFACTOR
: *source
= GL_CONSTANT_EXT
; break;
2048 case WINED3DTA_SPECULAR
:
2050 * According to the GL_ARB_texture_env_combine specs, SPECULAR is
2051 * 'Secondary color' and isn't supported until base GL supports it
2052 * There is no concept of temp registers as far as I can tell
2054 FIXME("Unhandled texture arg WINED3DTA_SPECULAR\n");
2055 *source
= GL_TEXTURE
;
2058 FIXME("Unrecognized texture arg %#x\n", arg
);
2059 *source
= GL_TEXTURE
;
2064 /* Setup the texture operations texture stage states */
2065 static void set_tex_op(const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
,
2066 BOOL isAlpha
, int Stage
, enum wined3d_texture_op op
, DWORD arg1
, DWORD arg2
, DWORD arg3
)
2068 GLenum src1
, src2
, src3
;
2069 GLenum opr1
, opr2
, opr3
;
2071 GLenum src0_target
, src1_target
, src2_target
;
2072 GLenum opr0_target
, opr1_target
, opr2_target
;
2074 GLenum opr
=0, invopr
, src3_target
, opr3_target
;
2075 BOOL Handled
= FALSE
;
2077 TRACE("Alpha?(%d), Stage:%d Op(%s), a1(%d), a2(%d), a3(%d)\n", isAlpha
, Stage
, debug_d3dtop(op
), arg1
, arg2
, arg3
);
2079 /* Operations usually involve two args, src0 and src1 and are operations
2080 * of the form (a1 <operation> a2). However, some of the more complex
2081 * operations take 3 parameters. Instead of the (sensible) addition of a3,
2082 * Microsoft added in a third parameter called a0. Therefore these are
2083 * operations of the form a0 <operation> a1 <operation> a2. I.e., the new
2084 * parameter goes to the front.
2086 * However, below we treat the new (a0) parameter as src2/opr2, so in the
2087 * actual functions below, expect their syntax to differ slightly to those
2088 * listed in the manuals. I.e., replace arg1 with arg3, arg2 with arg1 and
2089 * arg3 with arg2. This affects WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP. */
2093 comb_target
= GL_COMBINE_ALPHA
;
2094 src0_target
= GL_SOURCE0_ALPHA
;
2095 src1_target
= GL_SOURCE1_ALPHA
;
2096 src2_target
= GL_SOURCE2_ALPHA
;
2097 opr0_target
= GL_OPERAND0_ALPHA
;
2098 opr1_target
= GL_OPERAND1_ALPHA
;
2099 opr2_target
= GL_OPERAND2_ALPHA
;
2100 scal_target
= GL_ALPHA_SCALE
;
2104 comb_target
= GL_COMBINE_RGB
;
2105 src0_target
= GL_SOURCE0_RGB
;
2106 src1_target
= GL_SOURCE1_RGB
;
2107 src2_target
= GL_SOURCE2_RGB
;
2108 opr0_target
= GL_OPERAND0_RGB
;
2109 opr1_target
= GL_OPERAND1_RGB
;
2110 opr2_target
= GL_OPERAND2_RGB
;
2111 scal_target
= GL_RGB_SCALE
;
2114 /* If a texture stage references an invalid texture unit the stage just
2115 * passes through the result from the previous stage */
2116 if (is_invalid_op(state
, Stage
, op
, arg1
, arg2
, arg3
))
2118 arg1
= WINED3DTA_CURRENT
;
2119 op
= WINED3D_TOP_SELECT_ARG1
;
2122 if (isAlpha
&& !state
->textures
[Stage
] && arg1
== WINED3DTA_TEXTURE
)
2124 get_src_and_opr(WINED3DTA_DIFFUSE
, isAlpha
, &src1
, &opr1
);
2126 get_src_and_opr(arg1
, isAlpha
, &src1
, &opr1
);
2128 get_src_and_opr(arg2
, isAlpha
, &src2
, &opr2
);
2129 get_src_and_opr(arg3
, isAlpha
, &src3
, &opr3
);
2131 TRACE("ct(%x), 1:(%x,%x), 2:(%x,%x), 3:(%x,%x)\n", comb_target
, src1
, opr1
, src2
, opr2
, src3
, opr3
);
2133 Handled
= TRUE
; /* Assume will be handled */
2135 /* Other texture operations require special extensions: */
2136 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
2140 invopr
= GL_ONE_MINUS_SRC_ALPHA
;
2141 src3_target
= GL_SOURCE3_ALPHA_NV
;
2142 opr3_target
= GL_OPERAND3_ALPHA_NV
;
2145 invopr
= GL_ONE_MINUS_SRC_COLOR
;
2146 src3_target
= GL_SOURCE3_RGB_NV
;
2147 opr3_target
= GL_OPERAND3_RGB_NV
;
2151 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2152 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2153 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2154 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2155 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2156 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2157 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2158 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2159 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2160 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2161 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2162 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2163 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2164 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2165 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2166 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2167 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2168 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2169 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2172 case WINED3D_TOP_SELECT_ARG1
: /* = a1 * 1 + 0 * 0 */
2173 case WINED3D_TOP_SELECT_ARG2
: /* = a2 * 1 + 0 * 0 */
2174 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2175 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2176 if (op
== WINED3D_TOP_SELECT_ARG1
)
2178 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2179 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2180 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2181 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2185 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2186 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2187 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2188 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2190 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2191 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2192 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2193 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2194 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2195 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_ZERO");
2196 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2197 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2198 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2199 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2200 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2201 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2204 case WINED3D_TOP_MODULATE
:
2205 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2206 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2207 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2208 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2209 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2210 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2211 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2212 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2213 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2214 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2215 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2216 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2217 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2218 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2219 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2220 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2221 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2222 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2223 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2224 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2226 case WINED3D_TOP_MODULATE_2X
:
2227 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2228 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2229 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2230 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2231 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2232 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2233 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2234 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2235 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2236 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2237 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2238 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2239 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2240 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2241 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2242 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2243 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2244 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2245 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2246 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2248 case WINED3D_TOP_MODULATE_4X
:
2249 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2250 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2251 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2252 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2253 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2254 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2255 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2256 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2257 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2258 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2259 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_ZERO
);
2260 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2261 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2262 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2263 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2264 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2265 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2266 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr1");
2267 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2268 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2271 case WINED3D_TOP_ADD
:
2272 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2273 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2274 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2275 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2276 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2277 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2278 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2279 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2280 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2281 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2282 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2283 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2284 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2285 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2286 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2287 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2288 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2289 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2290 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2291 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2294 case WINED3D_TOP_ADD_SIGNED
:
2295 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2296 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2297 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2298 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2299 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2300 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2301 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2302 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2303 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2304 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2305 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2306 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2307 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2308 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2309 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2310 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2311 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2312 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2313 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2314 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2317 case WINED3D_TOP_ADD_SIGNED_2X
:
2318 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2319 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2320 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2321 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2322 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2323 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2324 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2325 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2326 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2327 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2328 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2329 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2330 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2331 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2332 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2333 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2334 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2335 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2336 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2337 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2340 case WINED3D_TOP_ADD_SMOOTH
:
2341 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2342 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2343 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2344 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2345 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2346 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2347 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2348 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2349 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2350 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2351 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2352 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2353 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2354 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2355 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2356 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2358 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2359 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2360 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2361 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2363 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2364 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2365 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2366 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2369 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2370 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2371 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2372 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2373 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2374 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2375 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2376 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_PRIMARY_COLOR
);
2377 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_PRIMARY_COLOR");
2378 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2379 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2380 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2381 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2382 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2383 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2384 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_PRIMARY_COLOR
);
2385 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_PRIMARY_COLOR");
2386 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2387 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2388 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2389 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2391 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2392 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2393 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2394 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2395 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2396 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2397 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2398 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_TEXTURE
);
2399 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_TEXTURE");
2400 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2401 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2402 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2403 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2404 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2405 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2406 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2407 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2408 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2409 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2410 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2411 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2413 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2414 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2415 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2416 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2417 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2418 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2419 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2420 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_CONSTANT
);
2421 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_CONSTANT");
2422 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2423 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2424 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2425 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2426 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2427 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2428 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_CONSTANT
);
2429 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_CONSTANT");
2430 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2431 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2432 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2433 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2435 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2436 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2437 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2438 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2439 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2440 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2441 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2442 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2443 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2444 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2445 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2446 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2447 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2448 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2449 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2450 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_TEXTURE
);
2451 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_TEXTURE");
2452 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, GL_ONE_MINUS_SRC_ALPHA
);
2453 checkGLcall("GL_TEXTURE_ENV, opr3_target, GL_ONE_MINUS_SRC_ALPHA");
2454 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2455 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2457 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2458 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2459 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD"); /* Add = a0*a1 + a2*a3 */
2460 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
); /* a0 = src1/opr1 */
2461 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2462 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2463 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1"); /* a1 = 1 (see docs) */
2464 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2465 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2466 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2467 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2468 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
); /* a2 = arg2 */
2469 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2470 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2471 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2"); /* a3 = src1 alpha */
2472 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2473 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2475 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2476 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2478 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2479 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2480 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2481 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2483 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2484 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2485 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2486 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2487 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2488 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2489 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2490 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2491 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2492 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2493 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2494 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2495 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2497 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2498 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2500 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2501 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2502 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2503 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2504 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2505 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2506 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2507 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2509 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2510 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2511 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2512 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2513 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2514 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2515 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2516 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2517 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2518 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2519 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2520 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2521 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2522 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2523 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2524 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src1
);
2525 checkGLcall("GL_TEXTURE_ENV, src3_target, src1");
2527 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2528 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2529 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2530 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2532 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr
);
2533 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr");
2534 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2535 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2537 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2538 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2539 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2540 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2541 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2543 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2544 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2545 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2546 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2548 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2549 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2550 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2551 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2552 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2553 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2554 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2555 checkGLcall("GL_TEXTURE_ENV, src2_target, src1");
2557 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2558 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2560 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr
);
2561 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr");
2562 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, GL_ZERO
);
2563 checkGLcall("GL_TEXTURE_ENV, src3_target, GL_ZERO");
2564 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, invopr
);
2565 checkGLcall("GL_TEXTURE_ENV, opr3_target, invopr");
2566 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2567 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2569 case WINED3D_TOP_MULTIPLY_ADD
:
2570 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2571 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2572 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src3
);
2573 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2574 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr3
);
2575 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2576 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, GL_ZERO
);
2577 checkGLcall("GL_TEXTURE_ENV, src1_target, GL_ZERO");
2578 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, invopr
);
2579 checkGLcall("GL_TEXTURE_ENV, opr1_target, invopr");
2580 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src1
);
2581 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2582 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr1
);
2583 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2584 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src3_target
, src2
);
2585 checkGLcall("GL_TEXTURE_ENV, src3_target, src3");
2586 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr3_target
, opr2
);
2587 checkGLcall("GL_TEXTURE_ENV, opr3_target, opr3");
2588 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2589 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2592 case WINED3D_TOP_BUMPENVMAP
:
2593 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
2594 FIXME("Implement bump environment mapping in GL_NV_texture_env_combine4 path\n");
2603 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE4_NV
);
2604 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE4_NV");
2608 } /* GL_NV_texture_env_combine4 */
2610 Handled
= TRUE
; /* Again, assume handled */
2612 case WINED3D_TOP_DISABLE
: /* Only for alpha */
2613 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2614 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2615 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_PREVIOUS_EXT
);
2616 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_PREVIOUS_EXT");
2617 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_SRC_ALPHA
);
2618 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_SRC_ALPHA");
2619 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2620 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2622 case WINED3D_TOP_SELECT_ARG1
:
2623 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2624 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2625 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2626 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2627 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2628 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2629 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2630 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2632 case WINED3D_TOP_SELECT_ARG2
:
2633 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_REPLACE
);
2634 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_REPLACE");
2635 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src2
);
2636 checkGLcall("GL_TEXTURE_ENV, src0_target, src2");
2637 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr2
);
2638 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr2");
2639 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2640 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2642 case WINED3D_TOP_MODULATE
:
2643 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2644 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2645 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2646 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2647 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2648 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2649 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2650 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2651 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2652 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2653 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2654 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2656 case WINED3D_TOP_MODULATE_2X
:
2657 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2658 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2659 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2660 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2661 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2662 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2663 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2664 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2665 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2666 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2667 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2668 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2670 case WINED3D_TOP_MODULATE_4X
:
2671 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE
);
2672 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE");
2673 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2674 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2675 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2676 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2677 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2678 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2679 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2680 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2681 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 4);
2682 checkGLcall("GL_TEXTURE_ENV, scal_target, 4");
2684 case WINED3D_TOP_ADD
:
2685 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD
);
2686 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD");
2687 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2688 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2689 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2690 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2691 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2692 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2693 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2694 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2695 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2696 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2698 case WINED3D_TOP_ADD_SIGNED
:
2699 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2700 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2701 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2702 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2703 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2704 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2705 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2706 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2707 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2708 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2709 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2710 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2712 case WINED3D_TOP_ADD_SIGNED_2X
:
2713 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_ADD_SIGNED
);
2714 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_ADD_SIGNED");
2715 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2716 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2717 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2718 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2719 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2720 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2721 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2722 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2723 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 2);
2724 checkGLcall("GL_TEXTURE_ENV, scal_target, 2");
2726 case WINED3D_TOP_SUBTRACT
:
2727 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
])
2729 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_SUBTRACT
);
2730 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_SUBTRACT");
2731 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2732 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2733 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2734 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2735 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2736 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2737 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2738 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2739 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2740 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2742 FIXME("This version of opengl does not support GL_SUBTRACT\n");
2746 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
2747 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2748 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2749 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2750 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2751 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2752 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2753 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2754 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2755 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2756 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2757 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PRIMARY_COLOR
);
2758 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PRIMARY_COLOR");
2759 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2760 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2761 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2762 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2764 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
2765 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2766 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2767 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2768 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2769 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2770 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2771 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2772 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2773 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2774 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2775 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_TEXTURE
);
2776 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_TEXTURE");
2777 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2778 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2779 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2780 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2782 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
2783 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2784 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2785 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2786 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2787 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2788 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2789 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2790 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2791 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2792 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2793 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_CONSTANT
);
2794 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_CONSTANT");
2795 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2796 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2797 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2798 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2800 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
2801 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2802 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2803 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2804 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2805 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2806 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2807 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2808 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2809 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2810 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2811 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, GL_PREVIOUS
);
2812 checkGLcall("GL_TEXTURE_ENV, src2_target, GL_PREVIOUS");
2813 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, GL_SRC_ALPHA
);
2814 checkGLcall("GL_TEXTURE_ENV, opr2_target, GL_SRC_ALPHA");
2815 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2816 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2818 case WINED3D_TOP_DOTPRODUCT3
:
2819 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
2821 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_ARB
);
2822 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_ARB");
2824 else if (gl_info
->supported
[EXT_TEXTURE_ENV_DOT3
])
2826 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_DOT3_RGBA_EXT
);
2827 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_DOT3_RGBA_EXT");
2829 FIXME("This version of opengl does not support GL_DOT3\n");
2831 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2832 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2833 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2834 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2835 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2836 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2837 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2838 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2839 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2840 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2842 case WINED3D_TOP_LERP
:
2843 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_INTERPOLATE
);
2844 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_INTERPOLATE");
2845 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2846 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2847 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2848 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2849 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src2
);
2850 checkGLcall("GL_TEXTURE_ENV, src1_target, src2");
2851 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr2
);
2852 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr2");
2853 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src3
);
2854 checkGLcall("GL_TEXTURE_ENV, src2_target, src3");
2855 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr3
);
2856 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr3");
2857 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2858 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2860 case WINED3D_TOP_ADD_SMOOTH
:
2861 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2863 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2864 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2865 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2866 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2868 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
2869 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
2870 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2871 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2873 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2874 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2875 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2876 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2877 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2878 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2879 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2880 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2881 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2882 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2883 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2884 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2888 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
2889 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2891 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2892 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2893 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, GL_TEXTURE
);
2894 checkGLcall("GL_TEXTURE_ENV, src0_target, GL_TEXTURE");
2895 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, GL_ONE_MINUS_SRC_ALPHA
);
2896 checkGLcall("GL_TEXTURE_ENV, opr0_target, GL_ONE_MINUS_SRC_APHA");
2897 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2898 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2899 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2900 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2901 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2902 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2903 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2904 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2905 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2906 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2910 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
2911 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2913 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2914 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2915 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2916 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2918 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2919 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2920 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2921 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2923 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2924 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2925 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2926 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2927 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2928 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2929 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2930 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2931 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2932 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2933 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2934 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2938 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
2939 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2941 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2942 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2943 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2944 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2945 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
2946 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
2947 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2948 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2950 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2951 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2952 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2953 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2955 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
2956 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
2957 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2958 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2959 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2960 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2961 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2962 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2966 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
2967 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2969 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2970 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2971 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
2972 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
2974 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2975 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
2976 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
2977 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
2979 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
2980 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
2981 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
2982 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
2983 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr1
);
2984 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr1");
2985 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
2986 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
2987 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
2988 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
2989 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
2990 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
2994 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
2995 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
2997 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
2998 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
2999 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3000 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3002 case GL_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_COLOR
; break;
3003 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_SRC_COLOR
; break;
3004 case GL_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3005 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3007 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr
);
3008 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr");
3009 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src1
);
3010 checkGLcall("GL_TEXTURE_ENV, src1_target, src1");
3012 case GL_SRC_COLOR
: opr
= GL_SRC_ALPHA
; break;
3013 case GL_ONE_MINUS_SRC_COLOR
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3014 case GL_SRC_ALPHA
: opr
= GL_SRC_ALPHA
; break;
3015 case GL_ONE_MINUS_SRC_ALPHA
: opr
= GL_ONE_MINUS_SRC_ALPHA
; break;
3017 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr
);
3018 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr");
3019 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3020 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3021 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3022 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3023 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3024 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3028 case WINED3D_TOP_MULTIPLY_ADD
:
3029 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
])
3031 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, comb_target
, GL_MODULATE_ADD_ATI
);
3032 checkGLcall("GL_TEXTURE_ENV, comb_target, GL_MODULATE_ADD_ATI");
3033 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src0_target
, src1
);
3034 checkGLcall("GL_TEXTURE_ENV, src0_target, src1");
3035 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr0_target
, opr1
);
3036 checkGLcall("GL_TEXTURE_ENV, opr0_target, opr1");
3037 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src1_target
, src3
);
3038 checkGLcall("GL_TEXTURE_ENV, src1_target, src3");
3039 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr1_target
, opr3
);
3040 checkGLcall("GL_TEXTURE_ENV, opr1_target, opr3");
3041 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, src2_target
, src2
);
3042 checkGLcall("GL_TEXTURE_ENV, src2_target, src2");
3043 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, opr2_target
, opr2
);
3044 checkGLcall("GL_TEXTURE_ENV, opr2_target, opr2");
3045 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, scal_target
, 1);
3046 checkGLcall("GL_TEXTURE_ENV, scal_target, 1");
3050 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
3051 case WINED3D_TOP_BUMPENVMAP
:
3052 if (gl_info
->supported
[NV_TEXTURE_SHADER2
])
3054 /* Technically texture shader support without register combiners is possible, but not expected to occur
3055 * on real world cards, so for now a fixme should be enough
3057 FIXME("Implement bump mapping with GL_NV_texture_shader in non register combiner path\n");
3067 BOOL combineOK
= TRUE
;
3068 if (gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
3073 op2
= state
->texture_states
[Stage
][WINED3D_TSS_COLOR_OP
];
3075 op2
= state
->texture_states
[Stage
][WINED3D_TSS_ALPHA_OP
];
3077 /* Note: If COMBINE4 in effect can't go back to combine! */
3080 case WINED3D_TOP_ADD_SMOOTH
:
3081 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
3082 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
3083 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
3084 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
3085 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
3086 case WINED3D_TOP_MULTIPLY_ADD
:
3087 /* Ignore those implemented in both cases */
3090 case WINED3D_TOP_SELECT_ARG1
:
3091 case WINED3D_TOP_SELECT_ARG2
:
3096 FIXME("Can't use COMBINE4 and COMBINE together, thisop=%s, otherop=%s, isAlpha(%d)\n", debug_d3dtop(op
), debug_d3dtop(op2
), isAlpha
);
3104 gl_info
->gl_ops
.gl
.p_glTexEnvi(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_COMBINE
);
3105 checkGLcall("GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE");
3111 /* After all the extensions, if still unhandled, report fixme */
3112 FIXME("Unhandled texture operation %s\n", debug_d3dtop(op
));
3116 static void tex_colorop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3118 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3119 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3120 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3121 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3122 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3124 TRACE("Setting color op for stage %d\n", stage
);
3126 /* Using a pixel shader? Don't care for anything here, the shader applying does it */
3127 if (use_ps(state
)) return;
3129 if (stage
!= mapped_stage
) WARN("Using non 1:1 mapping: %d -> %d!\n", stage
, mapped_stage
);
3131 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3133 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3135 FIXME("Attempt to enable unsupported stage!\n");
3138 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3141 if (stage
>= context
->lowest_disabled_stage
)
3143 TRACE("Stage disabled\n");
3144 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3146 /* Disable everything here */
3147 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_2D
);
3148 checkGLcall("glDisable(GL_TEXTURE_2D)");
3149 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_3D
);
3150 checkGLcall("glDisable(GL_TEXTURE_3D)");
3151 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
3153 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_CUBE_MAP_ARB
);
3154 checkGLcall("glDisable(GL_TEXTURE_CUBE_MAP_ARB)");
3156 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
3158 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_RECTANGLE_ARB
);
3159 checkGLcall("glDisable(GL_TEXTURE_RECTANGLE_ARB)");
3166 /* The sampler will also activate the correct texture dimensions, so no
3167 * need to do it here if the sampler for this stage is dirty. */
3168 if (!isStateDirty(context
, STATE_SAMPLER(stage
)) && tex_used
)
3169 texture_activate_dimensions(state
->textures
[stage
], gl_info
);
3171 set_tex_op(gl_info
, state
, FALSE
, stage
,
3172 state
->texture_states
[stage
][WINED3D_TSS_COLOR_OP
],
3173 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG1
],
3174 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG2
],
3175 state
->texture_states
[stage
][WINED3D_TSS_COLOR_ARG0
]);
3178 void tex_alphaop(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3180 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3181 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3182 BOOL tex_used
= context
->fixed_function_usage_map
& (1u << stage
);
3183 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3184 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3185 DWORD op
, arg1
, arg2
, arg0
;
3187 TRACE("Setting alpha op for stage %d\n", stage
);
3188 /* Do not care for enabled / disabled stages, just assign the settings. colorop disables / enables required stuff */
3189 if (mapped_stage
!= WINED3D_UNMAPPED_STAGE
)
3191 if (tex_used
&& mapped_stage
>= gl_info
->limits
.textures
)
3193 FIXME("Attempt to enable unsupported stage!\n");
3196 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3199 op
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_OP
];
3200 arg1
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG1
];
3201 arg2
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG2
];
3202 arg0
= state
->texture_states
[stage
][WINED3D_TSS_ALPHA_ARG0
];
3204 if (state
->render_states
[WINED3D_RS_COLORKEYENABLE
] && !stage
&& state
->textures
[0])
3206 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[0]);
3207 GLenum texture_dimensions
= texture_gl
->target
;
3209 if (texture_dimensions
== GL_TEXTURE_2D
|| texture_dimensions
== GL_TEXTURE_RECTANGLE_ARB
)
3211 if (texture_gl
->t
.async
.color_key_flags
& WINED3D_CKEY_SRC_BLT
3212 && !texture_gl
->t
.resource
.format
->alpha_size
)
3214 /* Color keying needs to pass alpha values from the texture through to have the alpha test work
3215 * properly. On the other hand applications can still use texture combiners apparently. This code
3216 * takes care that apps cannot remove the texture's alpha channel entirely.
3218 * The fixup is required for Prince of Persia 3D(prison bars), while Moto racer 2 requires
3219 * D3DTOP_MODULATE to work on color keyed surfaces. Aliens vs Predator 1 uses color keyed textures
3220 * and alpha component of diffuse color to draw things like translucent text and perform other
3223 * Aliens vs Predator 1 relies on diffuse alpha having an effect, so it cannot be ignored. To
3224 * provide the behavior expected by the game, while emulating the colorkey, diffuse alpha must be
3225 * modulated with texture alpha. OTOH, Moto racer 2 at some points sets alphaop/alphaarg to
3226 * SELECTARG/CURRENT, yet puts garbage in diffuse alpha (zeroes). This works on native, because the
3227 * game disables alpha test and alpha blending. Alpha test is overwritten by wine's for purposes of
3228 * color-keying though, so this will lead to missing geometry if texture alpha is modulated (pixels
3229 * fail alpha test). To get around this, ALPHABLENDENABLE state is checked: if the app enables alpha
3230 * blending, it can be expected to provide meaningful values in diffuse alpha, so it should be
3231 * modulated with texture alpha; otherwise, selecting diffuse alpha is ignored in favour of texture
3234 * What to do with multitexturing? So far no app has been found that uses color keying with
3236 if (op
== WINED3D_TOP_DISABLE
)
3238 arg1
= WINED3DTA_TEXTURE
;
3239 op
= WINED3D_TOP_SELECT_ARG1
;
3241 else if (op
== WINED3D_TOP_SELECT_ARG1
&& arg1
!= WINED3DTA_TEXTURE
)
3243 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3245 arg2
= WINED3DTA_TEXTURE
;
3246 op
= WINED3D_TOP_MODULATE
;
3248 else arg1
= WINED3DTA_TEXTURE
;
3250 else if (op
== WINED3D_TOP_SELECT_ARG2
&& arg2
!= WINED3DTA_TEXTURE
)
3252 if (state
->render_states
[WINED3D_RS_ALPHABLENDENABLE
])
3254 arg1
= WINED3DTA_TEXTURE
;
3255 op
= WINED3D_TOP_MODULATE
;
3257 else arg2
= WINED3DTA_TEXTURE
;
3263 /* tex_alphaop is shared between the ffp and nvrc because the difference only comes down to
3264 * this if block here, and the other code(color keying, texture unit selection) are the same
3266 TRACE("Setting alpha op for stage %d\n", stage
);
3267 if (gl_info
->supported
[NV_REGISTER_COMBINERS
])
3269 set_tex_op_nvrc(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
,
3270 mapped_stage
, state
->texture_states
[stage
][WINED3D_TSS_RESULT_ARG
]);
3274 set_tex_op(gl_info
, state
, TRUE
, stage
, op
, arg1
, arg2
, arg0
);
3278 static void transform_texture(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3280 unsigned int tex
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3281 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3282 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3283 unsigned int mapped_stage
= context_gl
->tex_unit_map
[tex
];
3284 struct wined3d_matrix mat
;
3286 /* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
3287 if (use_vs(state
) || isStateDirty(context
, STATE_VDECL
))
3289 TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
3293 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
) return;
3294 if (mapped_stage
>= gl_info
->limits
.textures
) return;
3296 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3297 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_TEXTURE
);
3298 checkGLcall("glMatrixMode(GL_TEXTURE)");
3300 get_texture_matrix(context
, state
, mapped_stage
, &mat
);
3302 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&mat
._11
);
3303 checkGLcall("glLoadMatrixf");
3306 static void tex_coordindex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3308 unsigned int stage
= (state_id
- STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE
+ 1);
3309 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3310 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3311 unsigned int mapped_stage
= context_gl
->tex_unit_map
[stage
];
3313 static const GLfloat s_plane
[] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
};
3314 static const GLfloat t_plane
[] = { 0.0f
, 1.0f
, 0.0f
, 0.0f
};
3315 static const GLfloat r_plane
[] = { 0.0f
, 0.0f
, 1.0f
, 0.0f
};
3316 static const GLfloat q_plane
[] = { 0.0f
, 0.0f
, 0.0f
, 1.0f
};
3318 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3320 TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage
);
3324 if (mapped_stage
>= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_FRAGMENT_SAMPLERS
))
3326 WARN("stage %u not mapped to a valid texture unit (%u)\n", stage
, mapped_stage
);
3329 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3331 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive
3333 * FIXME: When using generated texture coordinates, the index value is used to specify the wrapping mode.
3334 * eg. SetTextureStageState( 0, WINED3D_TSS_TEXCOORDINDEX, WINED3D_TSS_TCI_CAMERASPACEPOSITION | 1 );
3335 * means use the vertex position (camera-space) as the input texture coordinates
3336 * for this texture stage, and the wrap mode set in the WINED3D_RS_WRAP1 render
3337 * state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
3338 * to the TEXCOORDINDEX value
3340 switch (state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
] & 0xffff0000)
3342 case WINED3DTSS_TCI_PASSTHRU
:
3343 /* Use the specified texture coordinates contained within the
3344 * vertex format. This value resolves to zero. */
3345 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3346 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3347 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3348 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3349 checkGLcall("WINED3DTSS_TCI_PASSTHRU - Disable texgen.");
3352 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
3353 /* CameraSpacePosition means use the vertex position, transformed to camera space,
3354 * as the input texture coordinates for this stage's texture transformation. This
3355 * equates roughly to EYE_LINEAR */
3357 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3358 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3359 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3360 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3361 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3362 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3363 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3364 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3365 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane.");
3367 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3368 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3369 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_EYE_LINEAR
);
3370 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set texgen mode.");
3372 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3373 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3374 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3375 checkGLcall("WINED3DTSS_TCI_CAMERASPACEPOSITION - Enable texgen.");
3379 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
3380 /* Note that NV_TEXGEN_REFLECTION support is implied when
3381 * ARB_TEXTURE_CUBE_MAP is supported */
3382 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3384 FIXME("WINED3DTSS_TCI_CAMERASPACENORMAL not supported.\n");
3388 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3389 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3390 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3391 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3392 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3393 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3394 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3395 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3396 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane.");
3398 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3399 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3400 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_NORMAL_MAP_NV
);
3401 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Set texgen mode.");
3403 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3404 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3405 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3406 checkGLcall("WINED3DTSS_TCI_CAMERASPACENORMAL - Enable texgen.");
3410 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
3411 /* Note that NV_TEXGEN_REFLECTION support is implied when
3412 * ARB_TEXTURE_CUBE_MAP is supported */
3413 if (!gl_info
->supported
[NV_TEXGEN_REFLECTION
])
3415 FIXME("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR not supported.\n");
3419 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3420 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3421 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3422 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_S
, GL_EYE_PLANE
, s_plane
);
3423 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_T
, GL_EYE_PLANE
, t_plane
);
3424 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_R
, GL_EYE_PLANE
, r_plane
);
3425 gl_info
->gl_ops
.gl
.p_glTexGenfv(GL_Q
, GL_EYE_PLANE
, q_plane
);
3426 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3427 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane.");
3429 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3430 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3431 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_R
, GL_TEXTURE_GEN_MODE
, GL_REFLECTION_MAP_NV
);
3432 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set texgen mode.");
3434 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3435 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3436 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_R
);
3437 checkGLcall("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Enable texgen.");
3441 case WINED3DTSS_TCI_SPHEREMAP
:
3442 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_S
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3443 gl_info
->gl_ops
.gl
.p_glTexGeni(GL_T
, GL_TEXTURE_GEN_MODE
, GL_SPHERE_MAP
);
3444 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Set texgen mode.");
3446 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_S
);
3447 gl_info
->gl_ops
.gl
.p_glEnable(GL_TEXTURE_GEN_T
);
3448 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3449 checkGLcall("WINED3DTSS_TCI_SPHEREMAP - Enable texgen.");
3454 FIXME("Unhandled WINED3D_TSS_TEXCOORD_INDEX %#x.\n",
3455 state
->texture_states
[stage
][WINED3D_TSS_TEXCOORD_INDEX
]);
3456 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_S
);
3457 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_T
);
3458 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_R
);
3459 gl_info
->gl_ops
.gl
.p_glDisable(GL_TEXTURE_GEN_Q
);
3460 checkGLcall("Disable texgen.");
3465 /* Update the texture matrix. */
3466 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ stage
)))
3467 transform_texture(context
, state
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3469 if (!isStateDirty(context
, STATE_VDECL
) && context
->namedArraysLoaded
)
3471 /* Reload the arrays if we are using fixed function arrays to reflect the selected coord input
3472 * source. Call loadTexCoords directly because there is no need to reparse the vertex declaration
3473 * and do all the things linked to it
3474 * TODO: Tidy that up to reload only the arrays of the changed unit
3476 GLuint curVBO
= gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
] ? ~0U : 0;
3478 wined3d_context_gl_unload_tex_coords(context_gl
);
3479 wined3d_context_gl_load_tex_coords(context_gl
, &context
->stream_info
, &curVBO
, state
);
3483 static void sampler_texmatrix(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3485 const DWORD sampler
= state_id
- STATE_SAMPLER(0);
3486 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
3488 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
3493 /* The fixed function np2 texture emulation uses the texture matrix to fix up the coordinates
3494 * wined3d_texture_apply_state_changes() multiplies the set matrix with a fixup matrix. Before the
3495 * scaling is reapplied or removed, the texture matrix has to be reapplied.
3497 if (sampler
< WINED3D_MAX_TEXTURES
)
3499 const BOOL tex_is_pow2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
);
3501 if (tex_is_pow2
|| (context
->lastWasPow2Texture
& (1u << sampler
)))
3504 context
->lastWasPow2Texture
|= 1u << sampler
;
3506 context
->lastWasPow2Texture
&= ~(1u << sampler
);
3508 transform_texture(context
, state
, STATE_TEXTURESTAGE(sampler
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3513 static enum wined3d_texture_address
wined3d_texture_gl_address_mode(const struct wined3d_texture_gl
*texture_gl
,
3514 enum wined3d_texture_address t
)
3516 if (t
< WINED3D_TADDRESS_WRAP
|| t
> WINED3D_TADDRESS_MIRROR_ONCE
)
3518 FIXME("Unrecognized or unsupported texture address mode %#x.\n", t
);
3519 return WINED3D_TADDRESS_WRAP
;
3522 /* Cubemaps are always set to clamp, regardless of the sampler state. */
3523 if (texture_gl
->target
== GL_TEXTURE_CUBE_MAP_ARB
|| ((texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3524 && t
== WINED3D_TADDRESS_WRAP
))
3525 return WINED3D_TADDRESS_CLAMP
;
3530 static void wined3d_sampler_desc_from_sampler_states(struct wined3d_sampler_desc
*desc
,
3531 const struct wined3d_context_gl
*context_gl
, const DWORD
*sampler_states
,
3532 const struct wined3d_texture_gl
*texture_gl
)
3540 desc
->address_u
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_U
]);
3541 desc
->address_v
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_V
]);
3542 desc
->address_w
= wined3d_texture_gl_address_mode(texture_gl
, sampler_states
[WINED3D_SAMP_ADDRESS_W
]);
3543 wined3d_color_from_d3dcolor((struct wined3d_color
*)desc
->border_color
,
3544 sampler_states
[WINED3D_SAMP_BORDER_COLOR
]);
3545 if (sampler_states
[WINED3D_SAMP_MAG_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3546 FIXME("Unrecognized or unsupported WINED3D_SAMP_MAG_FILTER %#x.\n",
3547 sampler_states
[WINED3D_SAMP_MAG_FILTER
]);
3548 desc
->mag_filter
= min(max(sampler_states
[WINED3D_SAMP_MAG_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3549 if (sampler_states
[WINED3D_SAMP_MIN_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3550 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIN_FILTER %#x.\n",
3551 sampler_states
[WINED3D_SAMP_MIN_FILTER
]);
3552 desc
->min_filter
= min(max(sampler_states
[WINED3D_SAMP_MIN_FILTER
], WINED3D_TEXF_POINT
), WINED3D_TEXF_LINEAR
);
3553 if (sampler_states
[WINED3D_SAMP_MIP_FILTER
] > WINED3D_TEXF_ANISOTROPIC
)
3554 FIXME("Unrecognized or unsupported WINED3D_SAMP_MIP_FILTER %#x.\n",
3555 sampler_states
[WINED3D_SAMP_MIP_FILTER
]);
3556 desc
->mip_filter
= min(max(sampler_states
[WINED3D_SAMP_MIP_FILTER
], WINED3D_TEXF_NONE
), WINED3D_TEXF_LINEAR
);
3557 lod_bias
.d
= sampler_states
[WINED3D_SAMP_MIPMAP_LOD_BIAS
];
3558 desc
->lod_bias
= lod_bias
.f
;
3559 desc
->min_lod
= -1000.0f
;
3560 desc
->max_lod
= 1000.0f
;
3561 desc
->mip_base_level
= sampler_states
[WINED3D_SAMP_MAX_MIP_LEVEL
];
3562 desc
->max_anisotropy
= sampler_states
[WINED3D_SAMP_MAX_ANISOTROPY
];
3563 if ((sampler_states
[WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3564 && sampler_states
[WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_ANISOTROPIC
3565 && sampler_states
[WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_ANISOTROPIC
)
3566 || (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
))
3567 desc
->max_anisotropy
= 1;
3568 desc
->compare
= texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_SHADOW
;
3569 desc
->comparison_func
= WINED3D_CMP_LESSEQUAL
;
3570 desc
->srgb_decode
= is_srgb_enabled(sampler_states
);
3572 if (!(texture_gl
->t
.resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
))
3574 desc
->mag_filter
= WINED3D_TEXF_POINT
;
3575 desc
->min_filter
= WINED3D_TEXF_POINT
;
3576 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3579 if (texture_gl
->t
.flags
& WINED3D_TEXTURE_COND_NP2
)
3581 desc
->mip_filter
= WINED3D_TEXF_NONE
;
3582 if (context_gl
->gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
3583 desc
->min_filter
= WINED3D_TEXF_POINT
;
3587 /* Enabling and disabling texture dimensions is done by texture stage state /
3588 * pixel shader setup, this function only has to bind textures and set the per
3589 * texture states. */
3590 static void sampler(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3592 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3593 unsigned int sampler_idx
= state_id
- STATE_SAMPLER(0);
3594 unsigned int mapped_stage
= context_gl
->tex_unit_map
[sampler_idx
];
3595 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3597 TRACE("Sampler %u.\n", sampler_idx
);
3599 if (mapped_stage
== WINED3D_UNMAPPED_STAGE
)
3601 TRACE("No sampler mapped to stage %u. Returning.\n", sampler_idx
);
3605 if (mapped_stage
>= gl_info
->limits
.graphics_samplers
)
3607 wined3d_context_gl_active_texture(context_gl
, gl_info
, mapped_stage
);
3609 if (state
->textures
[sampler_idx
])
3611 struct wined3d_texture_gl
*texture_gl
= wined3d_texture_gl(state
->textures
[sampler_idx
]);
3612 const DWORD
*sampler_states
= state
->sampler_states
[sampler_idx
];
3613 struct wined3d_device
*device
= context
->device
;
3614 BOOL srgb
= is_srgb_enabled(sampler_states
);
3615 struct wined3d_sampler_desc desc
;
3616 struct wined3d_sampler
*sampler
;
3617 struct wine_rb_entry
*entry
;
3619 wined3d_sampler_desc_from_sampler_states(&desc
, context_gl
, sampler_states
, texture_gl
);
3621 wined3d_texture_gl_bind(texture_gl
, context_gl
, srgb
);
3623 if ((entry
= wine_rb_get(&device
->samplers
, &desc
)))
3625 sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
3629 if (FAILED(wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &sampler
)))
3631 ERR("Failed to create sampler.\n");
3634 if (wine_rb_put(&device
->samplers
, &desc
, &sampler
->entry
) == -1)
3636 ERR("Failed to insert sampler.\n");
3637 wined3d_sampler_decref(sampler
);
3642 wined3d_sampler_gl_bind(wined3d_sampler_gl(sampler
), mapped_stage
, texture_gl
, context_gl
);
3644 /* Trigger shader constant reloading (for NP2 texcoord fixup) */
3645 if (!(texture_gl
->t
.flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
3646 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
3650 wined3d_context_gl_bind_texture(context_gl
, GL_NONE
, 0);
3651 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
3653 GL_EXTCALL(glBindSampler(mapped_stage
, 0));
3654 checkGLcall("glBindSampler");
3659 void apply_pixelshader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3665 if (!context
->last_was_pshader
)
3667 /* Former draw without a pixel shader, some samplers may be
3668 * disabled because of WINED3D_TSS_COLOR_OP = WINED3DTOP_DISABLE
3669 * make sure to enable them. */
3670 for (i
= 0; i
< WINED3D_MAX_FRAGMENT_SAMPLERS
; ++i
)
3672 if (!isStateDirty(context
, STATE_SAMPLER(i
)))
3673 sampler(context
, state
, STATE_SAMPLER(i
));
3675 context
->last_was_pshader
= TRUE
;
3679 /* Otherwise all samplers were activated by the code above in
3680 * earlier draws, or by sampler() if a different texture was
3681 * bound. I don't have to do anything. */
3686 /* Disabled the pixel shader - color ops weren't applied while it was
3687 * enabled, so re-apply them. */
3688 for (i
= 0; i
< context
->d3d_info
->limits
.ffp_blend_stages
; ++i
)
3690 if (!isStateDirty(context
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
)))
3691 context_apply_state(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3693 context
->last_was_pshader
= FALSE
;
3696 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
3699 static void state_compute_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3701 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_COMPUTE
;
3704 static void state_shader(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3706 enum wined3d_shader_type shader_type
= state_id
- STATE_SHADER(0);
3707 context
->shader_update_mask
|= 1u << shader_type
;
3710 static void shader_bumpenv(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3712 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
3715 static void transform_world(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3717 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3718 struct wined3d_matrix mat
;
3720 /* This function is called by transform_view below if the view matrix was changed too
3722 * Deliberately no check if the vertex declaration is dirty because the vdecl state
3723 * does not always update the world matrix, only on a switch between transformed
3724 * and untransformed draws. It *may* happen that the world matrix is set 2 times during one
3725 * draw, but that should be rather rare and cheaper in total.
3727 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3728 checkGLcall("glMatrixMode");
3730 get_modelview_matrix(context
, state
, 0, &mat
);
3732 gl_info
->gl_ops
.gl
.p_glLoadMatrixf((GLfloat
*)&mat
);
3733 checkGLcall("glLoadMatrixf");
3736 void clipplane(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3738 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3739 UINT index
= state_id
- STATE_CLIPPLANE(0);
3742 if (isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)) || index
>= gl_info
->limits
.user_clip_distances
)
3745 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3746 gl_info
->gl_ops
.gl
.p_glPushMatrix();
3748 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3750 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3752 /* With vertex shaders, clip planes are not transformed in Direct3D,
3753 * while in OpenGL they are still transformed by the model view matrix. */
3754 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3756 plane
[0] = state
->clip_planes
[index
].x
;
3757 plane
[1] = state
->clip_planes
[index
].y
;
3758 plane
[2] = state
->clip_planes
[index
].z
;
3759 plane
[3] = state
->clip_planes
[index
].w
;
3761 TRACE("Clipplane [%.8e, %.8e, %.8e, %.8e]\n",
3762 plane
[0], plane
[1], plane
[2], plane
[3]);
3763 gl_info
->gl_ops
.gl
.p_glClipPlane(GL_CLIP_PLANE0
+ index
, plane
);
3764 checkGLcall("glClipPlane");
3766 gl_info
->gl_ops
.gl
.p_glPopMatrix();
3769 static void transform_worldex(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3771 unsigned int matrix
= state_id
- STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0));
3773 WARN("Unsupported world matrix %u set.\n", matrix
);
3776 static void state_vertexblend_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3778 enum wined3d_vertex_blend_flags f
= state
->render_states
[WINED3D_RS_VERTEXBLEND
];
3779 static unsigned int once
;
3781 if (f
== WINED3D_VBF_DISABLE
)
3784 if (!once
++) FIXME("Vertex blend flags %#x not supported.\n", f
);
3785 else WARN("Vertex blend flags %#x not supported.\n", f
);
3788 static void transform_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3790 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3791 const struct wined3d_light_info
*light
= NULL
;
3794 /* If we are changing the View matrix, reset the light and clipping planes to the new view
3795 * NOTE: We have to reset the positions even if the light/plane is not currently
3796 * enabled, since the call to enable it will not reset the position.
3797 * NOTE2: Apparently texture transforms do NOT need reapplying
3800 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
3801 checkGLcall("glMatrixMode(GL_MODELVIEW)");
3802 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
3803 checkGLcall("glLoadMatrixf(...)");
3805 /* Reset lights. TODO: Call light apply func */
3806 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
3808 if (!(light
= state
->light_state
.lights
[k
]))
3810 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
3811 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->direction
.x
);
3813 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, &light
->position
.x
);
3814 checkGLcall("glLightfv posn");
3815 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, &light
->direction
.x
);
3816 checkGLcall("glLightfv dirn");
3819 /* Reset Clipping Planes */
3820 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
3822 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
3823 clipplane(context
, state
, STATE_CLIPPLANE(k
));
3826 if (context
->last_was_rhw
)
3828 gl_info
->gl_ops
.gl
.p_glLoadIdentity();
3829 checkGLcall("glLoadIdentity()");
3830 /* No need to update the world matrix, the identity is fine */
3834 /* Call the world matrix state, this will apply the combined WORLD + VIEW matrix
3835 * No need to do it here if the state is scheduled for update. */
3836 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3837 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3840 static void transform_projection(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3842 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
3843 struct wined3d_matrix projection
;
3845 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_PROJECTION
);
3846 checkGLcall("glMatrixMode(GL_PROJECTION)");
3848 get_projection_matrix(context
, state
, &projection
);
3849 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&projection
._11
);
3850 checkGLcall("glLoadMatrixf");
3853 static void streamsrc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3855 if (isStateDirty(context
, STATE_VDECL
))
3857 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
3860 static void vdecl_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3862 if (isStateDirty(context
, STATE_STREAMSRC
))
3864 wined3d_context_gl_update_stream_sources(wined3d_context_gl(context
), state
);
3867 static void vertexdeclaration(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
3869 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
3870 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
3871 BOOL useVertexShaderFunction
= use_vs(state
);
3872 BOOL updateFog
= FALSE
;
3874 BOOL wasrhw
= context
->last_was_rhw
;
3877 transformed
= context
->stream_info
.position_transformed
;
3878 if (transformed
!= context
->last_was_rhw
&& !useVertexShaderFunction
)
3881 context
->last_was_rhw
= transformed
;
3883 if (context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
3884 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
3886 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
3888 /* Don't have to apply the matrices when vertex shaders are used. When
3889 * vshaders are turned off this function will be called again anyway to
3890 * make sure they're properly set. */
3891 if (!useVertexShaderFunction
)
3893 /* TODO: Move this mainly to the viewport state and only apply when
3894 * the vp has changed or transformed / untransformed was switched. */
3895 if (wasrhw
!= context
->last_was_rhw
3896 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
))
3897 && !isStateDirty(context
, STATE_VIEWPORT
))
3898 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3899 /* World matrix needs reapplication here only if we're switching between rhw and non-rhw
3902 * If a vertex shader is used, the world matrix changed and then vertex shader unbound
3903 * this check will fail and the matrix not applied again. This is OK because a simple
3904 * world matrix change reapplies the matrix - These checks here are only to satisfy the
3905 * needs of the vertex declaration.
3907 * World and view matrix go into the same gl matrix, so only apply them when neither is
3910 if (transformed
!= wasrhw
&& !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)))
3911 && !isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_VIEW
)))
3912 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3913 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_COLORVERTEX
)))
3914 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_COLORVERTEX
));
3915 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
3916 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
3918 if (context
->last_was_vshader
)
3922 if (!context
->d3d_info
->vs_clipping
3923 && !isStateDirty(context
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
)))
3925 state_clipping(context
, state
, STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
));
3928 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
3930 clipplane(context
, state
, STATE_CLIPPLANE(i
));
3933 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
3934 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
3938 if (!context
->last_was_vshader
)
3940 static BOOL warned
= FALSE
;
3941 if (!context
->d3d_info
->vs_clipping
)
3943 /* Disable all clip planes to get defined results on all drivers. See comment in the
3944 * state_clipping state handler
3946 wined3d_context_gl_enable_clip_distances(context_gl
, 0);
3948 if (!warned
&& state
->render_states
[WINED3D_RS_CLIPPLANEENABLE
])
3950 FIXME("Clipping not supported with vertex shaders.\n");
3956 /* Apply the transform matrices when switching from rhw
3957 * drawing to vertex shaders. Vertex shaders themselves do
3958 * not need it, but the matrices are not reapplied
3959 * automatically when switching back from vertex shaders to
3960 * fixed function processing. So make sure we leave the fixed
3961 * function vertex processing states back in a sane state
3962 * before switching to shaders. */
3963 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
3964 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
3965 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0))))
3966 transform_world(context
, state
, STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)));
3970 /* Vertex shader clipping ignores the view matrix. Update all clipplanes
3971 * (Note: ARB shaders can read the clip planes for clipping emulation even if
3972 * device->vs_clipping is false.
3974 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
3976 clipplane(context
, state
, STATE_CLIPPLANE(i
));
3981 context
->last_was_vshader
= useVertexShaderFunction
;
3982 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
3985 context_apply_state(context
, state
, STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
));
3987 if (!useVertexShaderFunction
)
3991 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
3993 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ i
)))
3994 transform_texture(context
, state
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
));
3997 if (use_ps(state
) && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
3998 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
3999 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
4003 static void get_viewports(struct wined3d_context
*context
, const struct wined3d_state
*state
,
4004 unsigned int viewport_count
, struct wined3d_viewport
*viewports
)
4006 const struct wined3d_rendertarget_view
*depth_stencil
= state
->fb
->depth_stencil
;
4007 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4008 unsigned int width
, height
, i
;
4010 for (i
= 0; i
< viewport_count
; ++i
)
4011 viewports
[i
] = state
->viewports
[i
];
4013 /* Note: GL uses a lower left origin while DirectX uses upper left. This
4014 * is reversed when using offscreen rendering. */
4015 if (context
->render_offscreen
)
4020 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4022 else if (depth_stencil
)
4024 height
= depth_stencil
->height
;
4028 FIXME("Could not get the height of render targets.\n");
4032 for (i
= 0; i
< viewport_count
; ++i
)
4033 viewports
[i
].y
= height
- (viewports
[i
].y
+ viewports
[i
].height
);
4036 static void viewport_miscpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4038 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4039 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4042 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4044 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4045 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4047 unsigned int i
, reset_count
= 0;
4049 get_viewports(context
, state
, state
->viewport_count
, vp
);
4050 for (i
= 0; i
< state
->viewport_count
; ++i
)
4052 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4053 depth_ranges
[i
* 2] = min_z
;
4054 depth_ranges
[i
* 2 + 1] = max_z
;
4056 viewports
[i
* 4] = vp
[i
].x
;
4057 viewports
[i
* 4 + 1] = vp
[i
].y
;
4058 viewports
[i
* 4 + 2] = vp
[i
].width
;
4059 viewports
[i
* 4 + 3] = vp
[i
].height
;
4062 if (context
->viewport_count
> state
->viewport_count
)
4063 reset_count
= context
->viewport_count
- state
->viewport_count
;
4067 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4068 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4071 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4072 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4073 context
->viewport_count
= state
->viewport_count
;
4077 get_viewports(context
, state
, 1, vp
);
4078 wined3d_viewport_get_z_range(&vp
[0], &min_z
, &max_z
);
4079 gl_info
->gl_ops
.gl
.p_glDepthRange(min_z
, max_z
);
4080 gl_info
->gl_ops
.gl
.p_glViewport(vp
[0].x
, vp
[0].y
, vp
[0].width
, vp
[0].height
);
4082 checkGLcall("setting clip space and viewport");
4085 static void viewport_miscpart_cc(struct wined3d_context
*context
,
4086 const struct wined3d_state
*state
, DWORD state_id
)
4088 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4089 /* See get_projection_matrix() in utils.c for a discussion about those values. */
4090 float pixel_center_offset
= context
->d3d_info
->wined3d_creation_flags
4091 & WINED3D_PIXEL_CENTER_INTEGER
? 63.0f
/ 128.0f
: -1.0f
/ 128.0f
;
4092 struct wined3d_viewport vp
[WINED3D_MAX_VIEWPORTS
];
4093 GLdouble depth_ranges
[2 * WINED3D_MAX_VIEWPORTS
];
4094 GLfloat viewports
[4 * WINED3D_MAX_VIEWPORTS
];
4095 unsigned int i
, reset_count
= 0;
4098 get_viewports(context
, state
, state
->viewport_count
, vp
);
4100 GL_EXTCALL(glClipControl(context
->render_offscreen
? GL_UPPER_LEFT
: GL_LOWER_LEFT
, GL_ZERO_TO_ONE
));
4102 for (i
= 0; i
< state
->viewport_count
; ++i
)
4104 wined3d_viewport_get_z_range(&vp
[i
], &min_z
, &max_z
);
4105 depth_ranges
[i
* 2] = min_z
;
4106 depth_ranges
[i
* 2 + 1] = max_z
;
4108 viewports
[i
* 4] = vp
[i
].x
+ pixel_center_offset
;
4109 viewports
[i
* 4 + 1] = vp
[i
].y
+ pixel_center_offset
;
4110 viewports
[i
* 4 + 2] = vp
[i
].width
;
4111 viewports
[i
* 4 + 3] = vp
[i
].height
;
4114 if (context
->viewport_count
> state
->viewport_count
)
4115 reset_count
= context
->viewport_count
- state
->viewport_count
;
4119 memset(&depth_ranges
[state
->viewport_count
* 2], 0, reset_count
* 2 * sizeof(*depth_ranges
));
4120 memset(&viewports
[state
->viewport_count
* 4], 0, reset_count
* 4 * sizeof(*viewports
));
4123 GL_EXTCALL(glDepthRangeArrayv(0, state
->viewport_count
+ reset_count
, depth_ranges
));
4124 GL_EXTCALL(glViewportArrayv(0, state
->viewport_count
+ reset_count
, viewports
));
4125 context
->viewport_count
= state
->viewport_count
;
4127 checkGLcall("setting clip space and viewport");
4130 static void viewport_vertexpart(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4132 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
4133 transform_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
4134 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
4135 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
4136 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
4137 /* Update the position fixup. */
4138 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
4141 static void light(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4143 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4144 UINT Index
= state_id
- STATE_ACTIVELIGHT(0);
4145 const struct wined3d_light_info
*lightInfo
= state
->light_state
.lights
[Index
];
4149 gl_info
->gl_ops
.gl
.p_glDisable(GL_LIGHT0
+ Index
);
4150 checkGLcall("glDisable(GL_LIGHT0 + Index)");
4156 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
4157 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
4158 gl_info
->gl_ops
.gl
.p_glPushMatrix();
4159 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
4161 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_DIFFUSE
, &lightInfo
->OriginalParms
.diffuse
.r
);
4162 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPECULAR
, &lightInfo
->OriginalParms
.specular
.r
);
4163 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_AMBIENT
, &lightInfo
->OriginalParms
.ambient
.r
);
4164 checkGLcall("glLightfv");
4166 if ((lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
) >= FLT_MIN
)
4167 quad_att
= 1.4f
/ (lightInfo
->OriginalParms
.range
* lightInfo
->OriginalParms
.range
);
4169 quad_att
= 0.0f
; /* 0 or MAX? (0 seems to be ok) */
4171 /* Do not assign attenuation values for lights that do not use them. D3D apps are free to pass any junk,
4172 * but gl drivers use them and may crash due to bad Attenuation values. Need for Speed most wanted sets
4173 * Attenuation0 to NaN and crashes in the gl lib
4176 switch (lightInfo
->OriginalParms
.type
)
4178 case WINED3D_LIGHT_POINT
:
4180 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4181 checkGLcall("glLightfv");
4182 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4183 checkGLcall("glLightf");
4184 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4185 lightInfo
->OriginalParms
.attenuation0
);
4186 checkGLcall("glLightf");
4187 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4188 lightInfo
->OriginalParms
.attenuation1
);
4189 checkGLcall("glLightf");
4190 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4191 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4192 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4193 checkGLcall("glLightf");
4197 case WINED3D_LIGHT_SPOT
:
4199 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->position
.x
);
4200 checkGLcall("glLightfv");
4202 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_SPOT_DIRECTION
, &lightInfo
->direction
.x
);
4203 checkGLcall("glLightfv");
4204 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, lightInfo
->exponent
);
4205 checkGLcall("glLightf");
4206 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4207 checkGLcall("glLightf");
4208 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_CONSTANT_ATTENUATION
,
4209 lightInfo
->OriginalParms
.attenuation0
);
4210 checkGLcall("glLightf");
4211 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_LINEAR_ATTENUATION
,
4212 lightInfo
->OriginalParms
.attenuation1
);
4213 checkGLcall("glLightf");
4214 if (quad_att
< lightInfo
->OriginalParms
.attenuation2
)
4215 quad_att
= lightInfo
->OriginalParms
.attenuation2
;
4216 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_QUADRATIC_ATTENUATION
, quad_att
);
4217 checkGLcall("glLightf");
4221 case WINED3D_LIGHT_DIRECTIONAL
:
4223 /* Note GL uses w position of 0 for direction! */
4224 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ Index
, GL_POSITION
, &lightInfo
->direction
.x
);
4225 checkGLcall("glLightfv");
4226 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_CUTOFF
, lightInfo
->cutoff
);
4227 checkGLcall("glLightf");
4228 gl_info
->gl_ops
.gl
.p_glLightf(GL_LIGHT0
+ Index
, GL_SPOT_EXPONENT
, 0.0f
);
4229 checkGLcall("glLightf");
4233 FIXME("Unrecognized light type %#x.\n", lightInfo
->OriginalParms
.type
);
4236 /* Restore the modelview matrix */
4237 gl_info
->gl_ops
.gl
.p_glPopMatrix();
4239 gl_info
->gl_ops
.gl
.p_glEnable(GL_LIGHT0
+ Index
);
4240 checkGLcall("glEnable(GL_LIGHT0 + Index)");
4244 static void scissorrect(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4246 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4247 unsigned int height
= 0;
4250 /* Warning: glScissor uses window coordinates, not viewport coordinates,
4251 * so our viewport correction does not apply. Warning2: Even in windowed
4252 * mode the coords are relative to the window, not the screen. */
4254 if (!context
->render_offscreen
)
4256 const struct wined3d_rendertarget_view
*target
= state
->fb
->render_targets
[0];
4259 wined3d_rendertarget_view_get_drawable_size(target
, context
, &width
, &height
);
4262 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
4264 GLint sr
[4 * WINED3D_MAX_VIEWPORTS
];
4265 unsigned int i
, reset_count
= 0;
4267 for (i
= 0; i
< state
->scissor_rect_count
; ++i
)
4269 r
= &state
->scissor_rects
[i
];
4271 sr
[i
* 4] = r
->left
;
4272 sr
[i
* 4 + 1] = height
? height
- r
->top
: r
->top
;
4273 sr
[i
* 4 + 2] = r
->right
- r
->left
;
4274 sr
[i
* 4 + 3] = r
->bottom
- r
->top
;
4277 if (context
->scissor_rect_count
> state
->scissor_rect_count
)
4278 reset_count
= context
->scissor_rect_count
- state
->scissor_rect_count
;
4281 memset(&sr
[state
->scissor_rect_count
* 4], 0, reset_count
* 4 * sizeof(GLint
));
4283 GL_EXTCALL(glScissorArrayv(0, state
->scissor_rect_count
+ reset_count
, sr
));
4284 checkGLcall("glScissorArrayv");
4285 context
->scissor_rect_count
= state
->scissor_rect_count
;
4289 r
= &state
->scissor_rects
[0];
4290 gl_info
->gl_ops
.gl
.p_glScissor(r
->left
, height
? height
- r
->top
: r
->top
,
4291 r
->right
- r
->left
, r
->bottom
- r
->top
);
4292 checkGLcall("glScissor");
4296 static void indexbuffer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4298 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4299 const struct wined3d_stream_info
*stream_info
= &context
->stream_info
;
4300 const struct wined3d_buffer
*ib
= state
->index_buffer
;
4302 if (!ib
|| !stream_info
->all_vbo
)
4303 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, 0));
4305 GL_EXTCALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER
, ib
->buffer_object
));
4308 static void depth_clip(const struct wined3d_rasterizer_state
*r
, const struct wined3d_gl_info
*gl_info
)
4310 if (!gl_info
->supported
[ARB_DEPTH_CLAMP
])
4312 if (r
&& !r
->desc
.depth_clip
)
4313 FIXME("Depth clamp not supported by this GL implementation.\n");
4317 if (r
&& !r
->desc
.depth_clip
)
4318 gl_info
->gl_ops
.gl
.p_glEnable(GL_DEPTH_CLAMP
);
4320 gl_info
->gl_ops
.gl
.p_glDisable(GL_DEPTH_CLAMP
);
4321 checkGLcall("depth clip");
4324 static void rasterizer(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4326 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4329 mode
= state
->rasterizer_state
&& state
->rasterizer_state
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4330 if (context
->render_offscreen
)
4331 mode
= (mode
== GL_CW
) ? GL_CCW
: GL_CW
;
4333 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4334 checkGLcall("glFrontFace");
4335 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
)))
4336 state_depthbias(context
, state
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4337 depth_clip(state
->rasterizer_state
, gl_info
);
4340 static void rasterizer_cc(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4342 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4345 mode
= state
->rasterizer_state
&& state
->rasterizer_state
->desc
.front_ccw
? GL_CCW
: GL_CW
;
4347 gl_info
->gl_ops
.gl
.p_glFrontFace(mode
);
4348 checkGLcall("glFrontFace");
4349 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
)))
4350 state_depthbias(context
, state
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4351 depth_clip(state
->rasterizer_state
, gl_info
);
4354 static void psorigin_w(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4360 WARN("Point sprite coordinate origin switching not supported.\n");
4365 static void psorigin(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4367 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4368 GLint origin
= context
->render_offscreen
? GL_LOWER_LEFT
: GL_UPPER_LEFT
;
4370 GL_EXTCALL(glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN
, origin
));
4371 checkGLcall("glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, ...)");
4374 void state_srgbwrite(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4376 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4378 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4380 if (needs_srgb_write(context
, state
, state
->fb
))
4381 gl_info
->gl_ops
.gl
.p_glEnable(GL_FRAMEBUFFER_SRGB
);
4383 gl_info
->gl_ops
.gl
.p_glDisable(GL_FRAMEBUFFER_SRGB
);
4386 static void state_cb(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4388 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
4389 enum wined3d_shader_type shader_type
;
4390 struct wined3d_buffer
*buffer
;
4391 unsigned int i
, base
, count
;
4393 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4395 if (STATE_IS_GRAPHICS_CONSTANT_BUFFER(state_id
))
4396 shader_type
= state_id
- STATE_GRAPHICS_CONSTANT_BUFFER(0);
4398 shader_type
= WINED3D_SHADER_TYPE_COMPUTE
;
4400 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, &count
);
4401 for (i
= 0; i
< count
; ++i
)
4403 buffer
= state
->cb
[shader_type
][i
];
4404 GL_EXTCALL(glBindBufferBase(GL_UNIFORM_BUFFER
, base
+ i
, buffer
? buffer
->buffer_object
: 0));
4406 checkGLcall("bind constant buffers");
4409 static void state_cb_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4411 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4413 WARN("Constant buffers (%s) no supported.\n", debug_d3dstate(state_id
));
4416 static void state_shader_resource_binding(struct wined3d_context
*context
,
4417 const struct wined3d_state
*state
, DWORD state_id
)
4419 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4421 context
->update_shader_resource_bindings
= 1;
4424 static void state_cs_resource_binding(struct wined3d_context
*context
,
4425 const struct wined3d_state
*state
, DWORD state_id
)
4427 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4428 context
->update_compute_shader_resource_bindings
= 1;
4431 static void state_uav_binding(struct wined3d_context
*context
,
4432 const struct wined3d_state
*state
, DWORD state_id
)
4434 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4435 context
->update_unordered_access_view_bindings
= 1;
4438 static void state_cs_uav_binding(struct wined3d_context
*context
,
4439 const struct wined3d_state
*state
, DWORD state_id
)
4441 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4442 context
->update_compute_unordered_access_view_bindings
= 1;
4445 static void state_uav_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4447 WARN("ARB_image_load_store is not supported by OpenGL implementation.\n");
4450 static void state_so(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4452 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
4453 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
4454 struct wined3d_buffer
*buffer
;
4455 unsigned int offset
, size
, i
;
4457 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
4459 wined3d_context_gl_end_transform_feedback(context_gl
);
4461 for (i
= 0; i
< ARRAY_SIZE(state
->stream_output
); ++i
)
4463 if (!(buffer
= state
->stream_output
[i
].buffer
))
4465 GL_EXTCALL(glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, 0));
4469 offset
= state
->stream_output
[i
].offset
;
4472 FIXME("Appending to stream output buffers not implemented.\n");
4475 size
= buffer
->resource
.size
- offset
;
4476 GL_EXTCALL(glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER
, i
, buffer
->buffer_object
, offset
, size
));
4478 checkGLcall("bind transform feedback buffers");
4481 static void state_so_warn(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
4483 WARN("Transform feedback not supported.\n");
4486 const struct wined3d_state_entry_template misc_state_template
[] =
4488 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4489 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4490 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4491 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4492 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4493 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4494 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4495 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),{ STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4496 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4497 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4498 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb
, }, ARB_UNIFORM_BUFFER_OBJECT
},
4499 { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
), state_cb_warn
, }, WINED3D_GL_EXT_NONE
},
4500 { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, { STATE_GRAPHICS_SHADER_RESOURCE_BINDING
, state_shader_resource_binding
}, WINED3D_GL_EXT_NONE
},
4501 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4502 { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4503 { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, { STATE_COMPUTE_SHADER_RESOURCE_BINDING
, state_cs_resource_binding
}, WINED3D_GL_EXT_NONE
},
4504 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_cs_uav_binding
}, ARB_SHADER_IMAGE_LOAD_STORE
},
4505 { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, { STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
, state_uav_warn
}, WINED3D_GL_EXT_NONE
},
4506 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so
, }, WINED3D_GL_VERSION_3_2
},
4507 { STATE_STREAM_OUTPUT
, { STATE_STREAM_OUTPUT
, state_so_warn
, }, WINED3D_GL_EXT_NONE
},
4508 { STATE_RENDER(WINED3D_RS_SRCBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4509 { STATE_RENDER(WINED3D_RS_DESTBLEND
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4510 { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), state_blend
}, WINED3D_GL_EXT_NONE
},
4511 { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), { STATE_RENDER(WINED3D_RS_EDGEANTIALIAS
), state_line_antialias
}, WINED3D_GL_EXT_NONE
},
4512 { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), { STATE_RENDER(WINED3D_RS_ANTIALIASEDLINEENABLE
), state_line_antialias
}, WINED3D_GL_EXT_NONE
},
4513 { STATE_RENDER(WINED3D_RS_SEPARATEALPHABLENDENABLE
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4514 { STATE_RENDER(WINED3D_RS_SRCBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4515 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4516 { STATE_RENDER(WINED3D_RS_DESTBLENDALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4517 { STATE_RENDER(WINED3D_RS_BLENDOPALPHA
), { STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4518 { STATE_BLEND
, { STATE_BLEND
, state_blend_object
}, WINED3D_GL_EXT_NONE
},
4519 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor
}, EXT_BLEND_COLOR
},
4520 { STATE_BLEND_FACTOR
, { STATE_BLEND_FACTOR
, state_blend_factor_w
}, WINED3D_GL_EXT_NONE
},
4521 { STATE_STREAMSRC
, { STATE_STREAMSRC
, streamsrc
}, WINED3D_GL_EXT_NONE
},
4522 { STATE_VDECL
, { STATE_VDECL
, vdecl_miscpart
}, WINED3D_GL_EXT_NONE
},
4523 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer_cc
}, ARB_CLIP_CONTROL
},
4524 { STATE_RASTERIZER
, { STATE_RASTERIZER
, rasterizer
}, WINED3D_GL_EXT_NONE
},
4525 { STATE_SCISSORRECT
, { STATE_SCISSORRECT
, scissorrect
}, WINED3D_GL_EXT_NONE
},
4526 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, state_nop
}, ARB_CLIP_CONTROL
},
4527 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin
}, WINED3D_GL_VERSION_2_0
},
4528 { STATE_POINTSPRITECOORDORIGIN
, { STATE_POINTSPRITECOORDORIGIN
, psorigin_w
}, WINED3D_GL_EXT_NONE
},
4530 /* TODO: Move shader constant loading to vertex and fragment pipeline respectively, as soon as the pshader and
4531 * vshader loadings are untied from each other
4533 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4534 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4535 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4536 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4537 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4538 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4539 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4540 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4541 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4542 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4543 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4544 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4545 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4546 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4547 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4548 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4549 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4550 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4551 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4552 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4553 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4554 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4555 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4556 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4557 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4558 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4559 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4560 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4561 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4562 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4563 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4564 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
4565 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4566 { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4567 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4568 { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4569 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4570 { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4571 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4572 { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4573 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4574 { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4575 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4576 { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4577 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4578 { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4579 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), shader_bumpenv
}, WINED3D_GL_EXT_NONE
},
4580 { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
4582 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart_cc
}, ARB_CLIP_CONTROL
},
4583 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_miscpart
}, WINED3D_GL_EXT_NONE
},
4584 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, indexbuffer
}, ARB_VERTEX_BUFFER_OBJECT
},
4585 { STATE_INDEXBUFFER
, { STATE_INDEXBUFFER
, state_nop
}, WINED3D_GL_EXT_NONE
},
4586 { STATE_RENDER(WINED3D_RS_ANTIALIAS
), { STATE_RENDER(WINED3D_RS_ANTIALIAS
), state_antialias
}, WINED3D_GL_EXT_NONE
},
4587 { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE
), state_nop
}, WINED3D_GL_EXT_NONE
},
4588 { STATE_RENDER(WINED3D_RS_ZENABLE
), { STATE_RENDER(WINED3D_RS_ZENABLE
), state_zenable
}, WINED3D_GL_EXT_NONE
},
4589 { STATE_RENDER(WINED3D_RS_WRAPU
), { STATE_RENDER(WINED3D_RS_WRAPU
), state_wrapu
}, WINED3D_GL_EXT_NONE
},
4590 { STATE_RENDER(WINED3D_RS_WRAPV
), { STATE_RENDER(WINED3D_RS_WRAPV
), state_wrapv
}, WINED3D_GL_EXT_NONE
},
4591 { STATE_RENDER(WINED3D_RS_FILLMODE
), { STATE_RENDER(WINED3D_RS_FILLMODE
), state_fillmode
}, WINED3D_GL_EXT_NONE
},
4592 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern
}, WINED3D_GL_LEGACY_CONTEXT
},
4593 { STATE_RENDER(WINED3D_RS_LINEPATTERN
), { STATE_RENDER(WINED3D_RS_LINEPATTERN
), state_linepattern_w
}, WINED3D_GL_EXT_NONE
},
4594 { STATE_RENDER(WINED3D_RS_MONOENABLE
), { STATE_RENDER(WINED3D_RS_MONOENABLE
), state_monoenable
}, WINED3D_GL_EXT_NONE
},
4595 { STATE_RENDER(WINED3D_RS_ROP2
), { STATE_RENDER(WINED3D_RS_ROP2
), state_rop2
}, WINED3D_GL_EXT_NONE
},
4596 { STATE_RENDER(WINED3D_RS_PLANEMASK
), { STATE_RENDER(WINED3D_RS_PLANEMASK
), state_planemask
}, WINED3D_GL_EXT_NONE
},
4597 { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE
), state_zwriteenable
}, WINED3D_GL_EXT_NONE
},
4598 { STATE_RENDER(WINED3D_RS_LASTPIXEL
), { STATE_RENDER(WINED3D_RS_LASTPIXEL
), state_lastpixel
}, WINED3D_GL_EXT_NONE
},
4599 { STATE_RENDER(WINED3D_RS_CULLMODE
), { STATE_RENDER(WINED3D_RS_CULLMODE
), state_cullmode
}, WINED3D_GL_EXT_NONE
},
4600 { STATE_RENDER(WINED3D_RS_ZFUNC
), { STATE_RENDER(WINED3D_RS_ZFUNC
), state_zfunc
}, WINED3D_GL_EXT_NONE
},
4601 { STATE_RENDER(WINED3D_RS_DITHERENABLE
), { STATE_RENDER(WINED3D_RS_DITHERENABLE
), state_ditherenable
}, WINED3D_GL_EXT_NONE
},
4602 { STATE_RENDER(WINED3D_RS_SUBPIXEL
), { STATE_RENDER(WINED3D_RS_SUBPIXEL
), state_subpixel
}, WINED3D_GL_EXT_NONE
},
4603 { STATE_RENDER(WINED3D_RS_SUBPIXELX
), { STATE_RENDER(WINED3D_RS_SUBPIXELX
), state_subpixelx
}, WINED3D_GL_EXT_NONE
},
4604 { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), { STATE_RENDER(WINED3D_RS_STIPPLEDALPHA
), state_stippledalpha
}, WINED3D_GL_EXT_NONE
},
4605 { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), { STATE_RENDER(WINED3D_RS_STIPPLEENABLE
), state_stippleenable
}, WINED3D_GL_EXT_NONE
},
4606 { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), { STATE_RENDER(WINED3D_RS_MIPMAPLODBIAS
), state_mipmaplodbias
}, WINED3D_GL_EXT_NONE
},
4607 { STATE_RENDER(WINED3D_RS_ANISOTROPY
), { STATE_RENDER(WINED3D_RS_ANISOTROPY
), state_anisotropy
}, WINED3D_GL_EXT_NONE
},
4608 { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), { STATE_RENDER(WINED3D_RS_FLUSHBATCH
), state_flushbatch
}, WINED3D_GL_EXT_NONE
},
4609 { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT
),state_translucentsi
}, WINED3D_GL_EXT_NONE
},
4610 { STATE_RENDER(WINED3D_RS_STENCILENABLE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), state_stencil
}, WINED3D_GL_EXT_NONE
},
4611 { STATE_RENDER(WINED3D_RS_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4612 { STATE_RENDER(WINED3D_RS_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4613 { STATE_RENDER(WINED3D_RS_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4614 { STATE_RENDER(WINED3D_RS_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4615 { STATE_RENDER(WINED3D_RS_STENCILREF
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4616 { STATE_RENDER(WINED3D_RS_STENCILMASK
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4617 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite2s_ext
}, EXT_STENCIL_TWO_SIDE
},
4618 { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
), state_stencilwrite
}, WINED3D_GL_EXT_NONE
},
4619 { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4620 { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4621 { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4622 { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4623 { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC
), { STATE_RENDER(WINED3D_RS_STENCILENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4624 { STATE_RENDER(WINED3D_RS_WRAP0
), { STATE_RENDER(WINED3D_RS_WRAP0
), state_wrap
}, WINED3D_GL_EXT_NONE
},
4625 { STATE_RENDER(WINED3D_RS_WRAP1
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4626 { STATE_RENDER(WINED3D_RS_WRAP2
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4627 { STATE_RENDER(WINED3D_RS_WRAP3
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4628 { STATE_RENDER(WINED3D_RS_WRAP4
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4629 { STATE_RENDER(WINED3D_RS_WRAP5
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4630 { STATE_RENDER(WINED3D_RS_WRAP6
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4631 { STATE_RENDER(WINED3D_RS_WRAP7
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4632 { STATE_RENDER(WINED3D_RS_WRAP8
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4633 { STATE_RENDER(WINED3D_RS_WRAP9
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4634 { STATE_RENDER(WINED3D_RS_WRAP10
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4635 { STATE_RENDER(WINED3D_RS_WRAP11
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4636 { STATE_RENDER(WINED3D_RS_WRAP12
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4637 { STATE_RENDER(WINED3D_RS_WRAP13
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4638 { STATE_RENDER(WINED3D_RS_WRAP14
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4639 { STATE_RENDER(WINED3D_RS_WRAP15
), { STATE_RENDER(WINED3D_RS_WRAP0
), NULL
}, WINED3D_GL_EXT_NONE
},
4640 { STATE_RENDER(WINED3D_RS_EXTENTS
), { STATE_RENDER(WINED3D_RS_EXTENTS
), state_extents
}, WINED3D_GL_EXT_NONE
},
4641 { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), { STATE_RENDER(WINED3D_RS_COLORKEYBLENDENABLE
), state_ckeyblend
}, WINED3D_GL_EXT_NONE
},
4642 { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), { STATE_RENDER(WINED3D_RS_SOFTWAREVERTEXPROCESSING
), state_swvp
}, WINED3D_GL_EXT_NONE
},
4643 { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), { STATE_RENDER(WINED3D_RS_PATCHEDGESTYLE
), state_patchedgestyle
}, WINED3D_GL_EXT_NONE
},
4644 { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), { STATE_RENDER(WINED3D_RS_PATCHSEGMENTS
), state_patchsegments
}, WINED3D_GL_EXT_NONE
},
4645 { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), { STATE_RENDER(WINED3D_RS_POSITIONDEGREE
), state_positiondegree
}, WINED3D_GL_EXT_NONE
},
4646 { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), { STATE_RENDER(WINED3D_RS_NORMALDEGREE
), state_normaldegree
}, WINED3D_GL_EXT_NONE
},
4647 { STATE_RENDER(WINED3D_RS_MINTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4648 { STATE_RENDER(WINED3D_RS_MAXTESSELLATIONLEVEL
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4649 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_X
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4650 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Y
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4651 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_Z
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4652 { STATE_RENDER(WINED3D_RS_ADAPTIVETESS_W
), { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),NULL
}, WINED3D_GL_EXT_NONE
},
4653 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_nvdb
}, EXT_DEPTH_BOUNDS_TEST
},
4654 { STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),{ STATE_RENDER(WINED3D_RS_ENABLEADAPTIVETESSELLATION
),state_tessellation
}, WINED3D_GL_EXT_NONE
},
4655 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa
}, ARB_MULTISAMPLE
},
4656 { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEANTIALIAS
), state_msaa_w
}, WINED3D_GL_EXT_NONE
},
4657 { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), { STATE_RENDER(WINED3D_RS_MULTISAMPLEMASK
), state_multisampmask
}, WINED3D_GL_EXT_NONE
},
4658 { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), { STATE_RENDER(WINED3D_RS_DEBUGMONITORTOKEN
), state_debug_monitor
}, WINED3D_GL_EXT_NONE
},
4659 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite0
}, EXT_DRAW_BUFFERS2
},
4660 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), state_colorwrite
}, WINED3D_GL_EXT_NONE
},
4661 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop
}, WINED3D_GL_BLEND_EQUATION
},
4662 { STATE_RENDER(WINED3D_RS_BLENDOP
), { STATE_RENDER(WINED3D_RS_BLENDOP
), state_blendop_w
}, WINED3D_GL_EXT_NONE
},
4663 { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE
), state_scissor
}, WINED3D_GL_EXT_NONE
},
4664 { STATE_RENDER(WINED3D_RS_SLOPESCALEDEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), NULL
}, WINED3D_GL_EXT_NONE
},
4665 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), state_colorwrite1
}, EXT_DRAW_BUFFERS2
},
4666 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4667 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), state_colorwrite2
}, EXT_DRAW_BUFFERS2
},
4668 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4669 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), state_colorwrite3
}, EXT_DRAW_BUFFERS2
},
4670 { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4671 { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), { STATE_RENDER(WINED3D_RS_DEPTHBIAS
), state_depthbias
}, WINED3D_GL_EXT_NONE
},
4672 { STATE_RENDER(WINED3D_RS_ZVISIBLE
), { STATE_RENDER(WINED3D_RS_ZVISIBLE
), state_zvisible
}, WINED3D_GL_EXT_NONE
},
4674 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler
}, WINED3D_GL_EXT_NONE
},
4675 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler
}, WINED3D_GL_EXT_NONE
},
4676 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler
}, WINED3D_GL_EXT_NONE
},
4677 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler
}, WINED3D_GL_EXT_NONE
},
4678 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler
}, WINED3D_GL_EXT_NONE
},
4679 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler
}, WINED3D_GL_EXT_NONE
},
4680 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler
}, WINED3D_GL_EXT_NONE
},
4681 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler
}, WINED3D_GL_EXT_NONE
},
4682 { STATE_SAMPLER(8), { STATE_SAMPLER(8), sampler
}, WINED3D_GL_EXT_NONE
},
4683 { STATE_SAMPLER(9), { STATE_SAMPLER(9), sampler
}, WINED3D_GL_EXT_NONE
},
4684 { STATE_SAMPLER(10), { STATE_SAMPLER(10), sampler
}, WINED3D_GL_EXT_NONE
},
4685 { STATE_SAMPLER(11), { STATE_SAMPLER(11), sampler
}, WINED3D_GL_EXT_NONE
},
4686 { STATE_SAMPLER(12), { STATE_SAMPLER(12), sampler
}, WINED3D_GL_EXT_NONE
},
4687 { STATE_SAMPLER(13), { STATE_SAMPLER(13), sampler
}, WINED3D_GL_EXT_NONE
},
4688 { STATE_SAMPLER(14), { STATE_SAMPLER(14), sampler
}, WINED3D_GL_EXT_NONE
},
4689 { STATE_SAMPLER(15), { STATE_SAMPLER(15), sampler
}, WINED3D_GL_EXT_NONE
},
4690 { STATE_SAMPLER(16), /* Vertex sampler 0 */ { STATE_SAMPLER(16), sampler
}, WINED3D_GL_EXT_NONE
},
4691 { STATE_SAMPLER(17), /* Vertex sampler 1 */ { STATE_SAMPLER(17), sampler
}, WINED3D_GL_EXT_NONE
},
4692 { STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler
}, WINED3D_GL_EXT_NONE
},
4693 { STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler
}, WINED3D_GL_EXT_NONE
},
4694 { STATE_BASEVERTEXINDEX
, { STATE_BASEVERTEXINDEX
, state_nop
, }, ARB_DRAW_ELEMENTS_BASE_VERTEX
},
4695 { STATE_BASEVERTEXINDEX
, { STATE_STREAMSRC
, NULL
, }, WINED3D_GL_EXT_NONE
},
4696 { STATE_FRAMEBUFFER
, { STATE_FRAMEBUFFER
, context_state_fb
}, WINED3D_GL_EXT_NONE
},
4697 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), context_state_drawbuf
},WINED3D_GL_EXT_NONE
},
4698 { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), { STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), state_shader
}, WINED3D_GL_EXT_NONE
},
4699 { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), { STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
), state_shader
}, WINED3D_GL_EXT_NONE
},
4700 { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), { STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), state_shader
}, WINED3D_GL_EXT_NONE
},
4701 { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), { STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
), state_compute_shader
}, WINED3D_GL_EXT_NONE
},
4702 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
4705 static const struct wined3d_state_entry_template vp_ffp_states
[] =
4707 { STATE_VDECL
, { STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
4708 { STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), { STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
4709 { STATE_MATERIAL
, { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
4710 { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), { STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
4712 { STATE_CLIPPLANE(0), { STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
4713 { STATE_CLIPPLANE(1), { STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
4714 { STATE_CLIPPLANE(2), { STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
4715 { STATE_CLIPPLANE(3), { STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
4716 { STATE_CLIPPLANE(4), { STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
4717 { STATE_CLIPPLANE(5), { STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
4718 { STATE_CLIPPLANE(6), { STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
4719 { STATE_CLIPPLANE(7), { STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
4721 { STATE_LIGHT_TYPE
, { STATE_LIGHT_TYPE
, state_nop
}, WINED3D_GL_EXT_NONE
},
4722 { STATE_ACTIVELIGHT(0), { STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
4723 { STATE_ACTIVELIGHT(1), { STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
4724 { STATE_ACTIVELIGHT(2), { STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
4725 { STATE_ACTIVELIGHT(3), { STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
4726 { STATE_ACTIVELIGHT(4), { STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
4727 { STATE_ACTIVELIGHT(5), { STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
4728 { STATE_ACTIVELIGHT(6), { STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
4729 { STATE_ACTIVELIGHT(7), { STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
4731 { STATE_VIEWPORT
, { STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
4732 /* Transform states follow */
4733 { STATE_TRANSFORM(WINED3D_TS_VIEW
), { STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
4734 { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), { STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
4735 { STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4736 { STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4737 { STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4738 { STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4739 { STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4740 { STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4741 { STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4742 { STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
4743 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 0)), transform_world
}, WINED3D_GL_EXT_NONE
},
4744 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 1)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4745 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 2)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4746 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 3)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4747 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 4)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4748 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 5)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4749 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 6)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4750 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 7)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4751 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 8)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4752 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 9)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4753 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 10)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4754 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 11)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4755 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 12)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4756 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 13)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4757 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 14)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4758 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 15)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4759 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 16)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4760 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 17)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4761 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 18)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4762 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 19)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4763 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 20)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4764 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 21)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4765 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 22)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4766 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 23)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4767 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 24)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4768 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 25)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4769 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 26)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4770 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 27)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4771 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 28)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4772 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 29)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4773 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 30)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4774 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 31)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4775 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 32)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4776 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 33)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4777 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 34)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4778 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 35)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4779 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 36)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4780 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 37)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4781 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 38)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4782 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 39)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4783 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 40)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4784 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 41)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4785 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 42)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4786 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 43)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4787 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 44)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4788 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 45)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4789 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 46)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4790 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 47)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4791 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 48)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4792 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 49)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4793 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 50)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4794 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 51)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4795 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 52)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4796 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 53)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4797 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 54)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4798 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 55)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4799 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 56)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4800 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 57)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4801 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 58)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4802 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 59)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4803 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 60)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4804 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 61)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4805 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 62)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4806 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 63)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4807 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 64)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4808 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 65)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4809 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 66)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4810 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 67)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4811 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 68)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4812 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 69)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4813 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 70)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4814 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 71)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4815 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 72)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4816 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 73)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4817 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 74)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4818 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 75)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4819 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 76)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4820 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 77)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4821 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 78)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4822 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 79)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4823 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 80)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4824 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 81)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4825 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 82)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4826 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 83)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4827 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 84)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4828 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 85)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4829 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 86)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4830 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 87)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4831 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 88)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4832 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 89)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4833 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 90)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4834 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 91)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4835 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 92)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4836 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 93)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4837 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 94)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4838 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 95)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4839 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 96)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4840 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 97)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4841 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 98)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4842 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX( 99)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4843 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(100)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4844 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(101)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4845 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(102)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4846 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(103)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4847 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(104)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4848 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(105)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4849 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(106)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4850 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(107)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4851 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(108)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4852 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(109)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4853 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(110)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4854 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(111)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4855 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(112)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4856 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(113)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4857 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(114)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4858 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(115)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4859 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(116)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4860 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(117)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4861 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(118)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4862 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(119)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4863 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(120)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4864 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(121)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4865 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(122)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4866 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(123)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4867 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(124)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4868 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(125)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4869 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(126)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4870 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(127)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4871 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(128)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4872 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(129)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4873 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(130)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4874 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(131)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4875 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(132)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4876 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(133)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4877 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(134)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4878 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(135)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4879 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(136)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4880 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(137)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4881 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(138)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4882 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(139)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4883 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(140)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4884 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(141)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4885 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(142)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4886 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(143)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4887 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(144)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4888 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(145)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4889 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(146)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4890 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(147)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4891 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(148)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4892 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(149)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4893 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(150)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4894 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(151)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4895 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(152)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4896 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(153)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4897 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(154)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4898 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(155)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4899 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(156)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4900 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(157)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4901 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(158)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4902 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(159)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4903 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(160)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4904 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(161)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4905 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(162)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4906 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(163)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4907 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(164)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4908 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(165)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4909 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(166)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4910 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(167)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4911 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(168)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4912 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(169)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4913 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(170)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4914 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(171)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4915 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(172)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4916 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(173)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4917 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(174)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4918 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(175)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4919 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(176)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4920 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(177)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4921 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(178)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4922 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(179)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4923 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(180)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4924 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(181)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4925 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(182)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4926 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(183)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4927 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(184)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4928 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(185)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4929 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(186)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4930 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(187)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4931 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(188)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4932 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(189)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4933 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(190)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4934 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(191)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4935 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(192)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4936 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(193)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4937 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(194)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4938 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(195)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4939 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(196)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4940 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(197)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4941 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(198)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4942 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(199)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4943 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(200)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4944 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(201)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4945 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(202)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4946 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(203)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4947 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(204)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4948 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(205)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4949 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(206)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4950 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(207)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4951 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(208)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4952 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(209)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4953 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(210)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4954 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(211)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4955 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(212)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4956 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(213)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4957 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(214)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4958 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(215)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4959 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(216)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4960 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(217)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4961 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(218)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4962 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(219)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4963 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(220)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4964 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(221)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4965 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(222)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4966 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(223)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4967 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(224)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4968 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(225)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4969 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(226)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4970 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(227)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4971 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(228)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4972 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(229)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4973 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(230)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4974 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(231)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4975 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(232)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4976 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(233)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4977 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(234)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4978 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(235)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4979 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(236)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4980 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(237)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4981 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(238)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4982 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(239)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4983 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(240)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4984 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(241)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4985 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(242)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4986 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(243)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4987 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(244)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4988 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(245)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4989 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(246)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4990 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(247)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4991 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(248)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4992 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(249)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4993 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(250)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4994 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(251)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4995 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(252)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4996 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(253)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4997 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(254)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4998 { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), { STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255)), transform_worldex
}, WINED3D_GL_EXT_NONE
},
4999 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5000 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5001 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5002 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5003 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5004 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5005 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5006 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
5007 { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5008 { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5009 { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5010 { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5011 { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5012 { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5013 { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5014 { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), tex_coordindex
}, WINED3D_GL_EXT_NONE
},
5016 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_vertexpart
}, WINED3D_GL_EXT_NONE
},
5017 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5018 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5019 { STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5020 { STATE_RENDER(WINED3D_RS_CLIPPING
), { STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
5021 { STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), { STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
5022 { STATE_RENDER(WINED3D_RS_LIGHTING
), { STATE_RENDER(WINED3D_RS_LIGHTING
), state_lighting
}, WINED3D_GL_EXT_NONE
},
5023 { STATE_RENDER(WINED3D_RS_AMBIENT
), { STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
5024 { STATE_RENDER(WINED3D_RS_COLORVERTEX
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), state_colormat
}, WINED3D_GL_EXT_NONE
},
5025 { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), { STATE_RENDER(WINED3D_RS_LOCALVIEWER
), state_localviewer
}, WINED3D_GL_EXT_NONE
},
5026 { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), { STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), state_normalize
}, WINED3D_GL_EXT_NONE
},
5027 { STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5028 { STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5029 { STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5030 { STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), { STATE_RENDER(WINED3D_RS_COLORVERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
5031 { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), state_vertexblend_w
}, WINED3D_GL_EXT_NONE
},
5032 { STATE_RENDER(WINED3D_RS_POINTSIZE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5033 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
5034 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
5035 { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
5036 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
5037 { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
5038 { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
5039 { STATE_RENDER(WINED3D_RS_POINTSCALE_A
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5040 { STATE_RENDER(WINED3D_RS_POINTSCALE_B
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5041 { STATE_RENDER(WINED3D_RS_POINTSCALE_C
), { STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5042 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
5043 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
5044 { STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), { STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
5045 { STATE_RENDER(WINED3D_RS_TWEENFACTOR
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5046 { STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), { STATE_RENDER(WINED3D_RS_VERTEXBLEND
), NULL
}, WINED3D_GL_EXT_NONE
},
5048 /* Samplers for NP2 texture matrix adjustions. They are not needed if GL_ARB_texture_non_power_of_two is supported,
5049 * so register a NULL state handler in that case to get the vertex part of sampler() skipped(VTF is handled in the misc states.
5050 * otherwise, register sampler_texmatrix, which takes care of updating the texture matrix
5052 { STATE_SAMPLER(0), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5053 { STATE_SAMPLER(0), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5054 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5055 { STATE_SAMPLER(1), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5056 { STATE_SAMPLER(1), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5057 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5058 { STATE_SAMPLER(2), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5059 { STATE_SAMPLER(2), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5060 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5061 { STATE_SAMPLER(3), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5062 { STATE_SAMPLER(3), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5063 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5064 { STATE_SAMPLER(4), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5065 { STATE_SAMPLER(4), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5066 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5067 { STATE_SAMPLER(5), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5068 { STATE_SAMPLER(5), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5069 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5070 { STATE_SAMPLER(6), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5071 { STATE_SAMPLER(6), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5072 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5073 { STATE_SAMPLER(7), { 0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
5074 { STATE_SAMPLER(7), { 0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
5075 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
5076 { STATE_POINT_ENABLE
, { STATE_POINT_ENABLE
, state_nop
}, WINED3D_GL_EXT_NONE
},
5077 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5080 static const struct wined3d_state_entry_template ffp_fragmentstate_template
[] = {
5081 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5082 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5083 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5084 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5085 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5086 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5087 { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5088 { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5089 { STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5090 { STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5091 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5092 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5093 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5094 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5095 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5096 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5097 { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5098 { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5099 { STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5100 { STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5101 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5102 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5103 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5104 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5105 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5106 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5107 { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5108 { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5109 { STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5110 { STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5111 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5112 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5113 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5114 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5115 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5116 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5117 { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5118 { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5119 { STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5120 { STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5121 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5122 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5123 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5124 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5125 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5126 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5127 { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5128 { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5129 { STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5130 { STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5131 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5132 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5133 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5134 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5135 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5136 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5137 { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5138 { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5139 { STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5140 { STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5141 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5142 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5143 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5144 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5145 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5146 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5147 { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5148 { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5149 { STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5150 { STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5151 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), tex_colorop
}, WINED3D_GL_EXT_NONE
},
5152 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5153 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5154 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), tex_alphaop
}, WINED3D_GL_EXT_NONE
},
5155 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5156 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5157 { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5158 { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5159 { STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), { STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), NULL
}, WINED3D_GL_EXT_NONE
},
5160 { STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), { 0 /* As long as we don't support D3DTA_CONSTANT */, NULL
}, WINED3D_GL_EXT_NONE
},
5161 { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), apply_pixelshader
}, WINED3D_GL_EXT_NONE
},
5162 { STATE_RENDER(WINED3D_RS_ALPHAFUNC
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5163 { STATE_RENDER(WINED3D_RS_ALPHAREF
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5164 { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), state_alpha_test
}, WINED3D_GL_EXT_NONE
},
5165 { STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), { STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5166 { STATE_COLOR_KEY
, { STATE_COLOR_KEY
, state_nop
}, WINED3D_GL_EXT_NONE
},
5167 { STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), { STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
5168 { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), { STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), state_texfactor
}, WINED3D_GL_EXT_NONE
},
5169 { STATE_RENDER(WINED3D_RS_FOGCOLOR
), { STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
5170 { STATE_RENDER(WINED3D_RS_FOGDENSITY
), { STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
5171 { STATE_RENDER(WINED3D_RS_FOGENABLE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), state_fog_fragpart
}, WINED3D_GL_EXT_NONE
},
5172 { STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5173 { STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), { STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
5174 { STATE_RENDER(WINED3D_RS_FOGSTART
), { STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
5175 { STATE_RENDER(WINED3D_RS_FOGEND
), { STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
5176 { STATE_RENDER(WINED3D_RS_SHADEMODE
), { STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
5177 { STATE_SAMPLER(0), { STATE_SAMPLER(0), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5178 { STATE_SAMPLER(1), { STATE_SAMPLER(1), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5179 { STATE_SAMPLER(2), { STATE_SAMPLER(2), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5180 { STATE_SAMPLER(3), { STATE_SAMPLER(3), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5181 { STATE_SAMPLER(4), { STATE_SAMPLER(4), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5182 { STATE_SAMPLER(5), { STATE_SAMPLER(5), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5183 { STATE_SAMPLER(6), { STATE_SAMPLER(6), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5184 { STATE_SAMPLER(7), { STATE_SAMPLER(7), sampler_texdim
}, WINED3D_GL_EXT_NONE
},
5185 {0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE
},
5188 /* Context activation is done by the caller. */
5189 static void ffp_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5191 static void *ffp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5196 static void ffp_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5198 static void vp_ffp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5200 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5202 caps
->xyzrhw
= FALSE
;
5203 caps
->ffp_generic_attributes
= FALSE
;
5204 caps
->max_active_lights
= gl_info
->limits
.lights
;
5205 caps
->max_vertex_blend_matrices
= 1;
5206 caps
->max_vertex_blend_matrix_index
= 0;
5207 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_DIRECTIONALLIGHTS
5208 | WINED3DVTXPCAPS_MATERIALSOURCE7
5209 | WINED3DVTXPCAPS_POSITIONALLIGHTS
5210 | WINED3DVTXPCAPS_LOCALVIEWER
5211 | WINED3DVTXPCAPS_VERTEXFOG
5212 | WINED3DVTXPCAPS_TEXGEN
5213 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
5214 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 0x0008; /* 8 texture coords */
5215 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
5216 caps
->raster_caps
= 0;
5217 if (gl_info
->supported
[NV_FOG_DISTANCE
])
5218 caps
->raster_caps
|= WINED3DPRASTERCAPS_FOGRANGE
;
5221 static DWORD
vp_ffp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5223 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5226 const struct wined3d_vertex_pipe_ops ffp_vertex_pipe
=
5230 vp_ffp_get_emul_mask
,
5236 static void ffp_fragment_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5238 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
5240 caps
->wined3d_caps
= 0;
5241 caps
->PrimitiveMiscCaps
= 0;
5242 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_ADD
5243 | WINED3DTEXOPCAPS_ADDSIGNED
5244 | WINED3DTEXOPCAPS_ADDSIGNED2X
5245 | WINED3DTEXOPCAPS_MODULATE
5246 | WINED3DTEXOPCAPS_MODULATE2X
5247 | WINED3DTEXOPCAPS_MODULATE4X
5248 | WINED3DTEXOPCAPS_SELECTARG1
5249 | WINED3DTEXOPCAPS_SELECTARG2
5250 | WINED3DTEXOPCAPS_DISABLE
;
5252 if (gl_info
->supported
[ARB_TEXTURE_ENV_COMBINE
]
5253 || gl_info
->supported
[EXT_TEXTURE_ENV_COMBINE
]
5254 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5256 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
5257 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
5258 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
5259 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
5260 | WINED3DTEXOPCAPS_LERP
5261 | WINED3DTEXOPCAPS_SUBTRACT
;
5263 if (gl_info
->supported
[ATI_TEXTURE_ENV_COMBINE3
]
5264 || gl_info
->supported
[NV_TEXTURE_ENV_COMBINE4
])
5266 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_ADDSMOOTH
5267 | WINED3DTEXOPCAPS_MULTIPLYADD
5268 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
5269 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
5270 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
;
5272 if (gl_info
->supported
[ARB_TEXTURE_ENV_DOT3
])
5273 caps
->TextureOpCaps
|= WINED3DTEXOPCAPS_DOTPRODUCT3
;
5275 caps
->MaxTextureBlendStages
= gl_info
->limits
.textures
;
5276 caps
->MaxSimultaneousTextures
= gl_info
->limits
.textures
;
5279 static DWORD
ffp_fragment_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5281 return GL_EXT_EMUL_ARB_MULTITEXTURE
| GL_EXT_EMUL_EXT_FOG_COORD
;
5284 static BOOL
ffp_color_fixup_supported(struct color_fixup_desc fixup
)
5286 /* We only support identity conversions. */
5287 return is_identity_fixup(fixup
);
5290 static BOOL
ffp_none_context_alloc(struct wined3d_context
*context
)
5295 static void ffp_none_context_free(struct wined3d_context
*context
)
5299 const struct wined3d_fragment_pipe_ops ffp_fragment_pipeline
=
5302 ffp_fragment_get_caps
,
5303 ffp_fragment_get_emul_mask
,
5306 ffp_none_context_alloc
,
5307 ffp_none_context_free
,
5308 ffp_color_fixup_supported
,
5309 ffp_fragmentstate_template
,
5312 static void none_pipe_enable(const struct wined3d_context
*context
, BOOL enable
) {}
5314 static void *none_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
5319 static void none_free(struct wined3d_device
*device
, struct wined3d_context
*context
) {}
5321 static void vp_none_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
5323 memset(caps
, 0, sizeof(*caps
));
5326 static DWORD
vp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5331 const struct wined3d_vertex_pipe_ops none_vertex_pipe
=
5335 vp_none_get_emul_mask
,
5341 static void fp_none_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
5343 memset(caps
, 0, sizeof(*caps
));
5346 static DWORD
fp_none_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
5351 static BOOL
fp_none_color_fixup_supported(struct color_fixup_desc fixup
)
5353 return is_identity_fixup(fixup
);
5356 const struct wined3d_fragment_pipe_ops none_fragment_pipe
=
5360 fp_none_get_emul_mask
,
5363 ffp_none_context_alloc
,
5364 ffp_none_context_free
,
5365 fp_none_color_fixup_supported
,
5369 static unsigned int num_handlers(const APPLYSTATEFUNC
*funcs
)
5372 for(i
= 0; funcs
[i
]; i
++);
5376 static void multistate_apply_2(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5378 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5379 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5382 static void multistate_apply_3(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
5384 context
->device
->multistate_funcs
[state_id
][0](context
, state
, state_id
);
5385 context
->device
->multistate_funcs
[state_id
][1](context
, state
, state_id
);
5386 context
->device
->multistate_funcs
[state_id
][2](context
, state
, state_id
);
5389 static void prune_invalid_states(struct wined3d_state_entry
*state_table
, const struct wined3d_d3d_info
*d3d_info
)
5391 unsigned int start
, last
, i
;
5393 start
= STATE_TEXTURESTAGE(d3d_info
->limits
.ffp_blend_stages
, 0);
5394 last
= STATE_TEXTURESTAGE(WINED3D_MAX_TEXTURES
- 1, WINED3D_HIGHEST_TEXTURE_STATE
);
5395 for (i
= start
; i
<= last
; ++i
)
5397 state_table
[i
].representative
= 0;
5398 state_table
[i
].apply
= state_undefined
;
5401 start
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ d3d_info
->limits
.ffp_blend_stages
);
5402 last
= STATE_TRANSFORM(WINED3D_TS_TEXTURE0
+ WINED3D_MAX_TEXTURES
- 1);
5403 for (i
= start
; i
<= last
; ++i
)
5405 state_table
[i
].representative
= 0;
5406 state_table
[i
].apply
= state_undefined
;
5409 start
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(d3d_info
->limits
.ffp_vertex_blend_matrices
));
5410 last
= STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(255));
5411 for (i
= start
; i
<= last
; ++i
)
5413 state_table
[i
].representative
= 0;
5414 state_table
[i
].apply
= state_undefined
;
5418 static void validate_state_table(struct wined3d_state_entry
*state_table
)
5441 static const DWORD simple_states
[] =
5447 STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
),
5448 STATE_SHADER(WINED3D_SHADER_TYPE_HULL
),
5449 STATE_SHADER(WINED3D_SHADER_TYPE_DOMAIN
),
5450 STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
),
5451 STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
),
5452 STATE_SHADER(WINED3D_SHADER_TYPE_COMPUTE
),
5453 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
),
5454 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
),
5455 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
),
5456 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
),
5457 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
),
5458 STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
),
5459 STATE_COMPUTE_SHADER_RESOURCE_BINDING
,
5460 STATE_GRAPHICS_SHADER_RESOURCE_BINDING
,
5461 STATE_COMPUTE_UNORDERED_ACCESS_VIEW_BINDING
,
5462 STATE_GRAPHICS_UNORDERED_ACCESS_VIEW_BINDING
,
5467 STATE_POINTSPRITECOORDORIGIN
,
5468 STATE_BASEVERTEXINDEX
,
5475 unsigned int i
, current
;
5477 for (i
= STATE_RENDER(1), current
= 0; i
<= STATE_RENDER(WINEHIGHEST_RENDER_STATE
); ++i
)
5479 if (!rs_holes
[current
].first
|| i
< STATE_RENDER(rs_holes
[current
].first
))
5481 if (!state_table
[i
].representative
)
5482 ERR("State %s (%#x) should have a representative.\n", debug_d3dstate(i
), i
);
5484 else if (state_table
[i
].representative
)
5485 ERR("State %s (%#x) shouldn't have a representative.\n", debug_d3dstate(i
), i
);
5487 if (i
== STATE_RENDER(rs_holes
[current
].last
)) ++current
;
5490 for (i
= 0; i
< ARRAY_SIZE(simple_states
); ++i
)
5492 if (!state_table
[simple_states
[i
]].representative
)
5493 ERR("State %s (%#x) should have a representative.\n",
5494 debug_d3dstate(simple_states
[i
]), simple_states
[i
]);
5497 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5499 DWORD rep
= state_table
[i
].representative
;
5502 if (state_table
[rep
].representative
!= rep
)
5504 ERR("State %s (%#x) has invalid representative %s (%#x).\n",
5505 debug_d3dstate(i
), i
, debug_d3dstate(rep
), rep
);
5506 state_table
[i
].representative
= 0;
5511 if (state_table
[i
].apply
)
5512 ERR("State %s (%#x) has both a handler and representative.\n", debug_d3dstate(i
), i
);
5514 else if (!state_table
[i
].apply
)
5516 ERR("Self representing state %s (%#x) has no handler.\n", debug_d3dstate(i
), i
);
5522 HRESULT
compile_state_table(struct wined3d_state_entry
*state_table
, APPLYSTATEFUNC
**dev_multistate_funcs
,
5523 const struct wined3d_d3d_info
*d3d_info
, const BOOL
*supported_extensions
,
5524 const struct wined3d_vertex_pipe_ops
*vertex
, const struct wined3d_fragment_pipe_ops
*fragment
,
5525 const struct wined3d_state_entry_template
*misc
)
5527 APPLYSTATEFUNC multistate_funcs
[STATE_HIGHEST
+ 1][3];
5528 const struct wined3d_state_entry_template
*cur
;
5529 unsigned int i
, type
, handlers
;
5530 BOOL set
[STATE_HIGHEST
+ 1];
5532 memset(multistate_funcs
, 0, sizeof(multistate_funcs
));
5534 for (i
= 0; i
< STATE_HIGHEST
+ 1; ++i
)
5536 state_table
[i
].representative
= 0;
5537 state_table
[i
].apply
= state_undefined
;
5540 for (type
= 0; type
< 3; ++type
)
5542 /* This switch decides the order in which the states are applied */
5545 case 0: cur
= misc
; break;
5546 case 1: cur
= fragment
->states
; break;
5547 case 2: cur
= vertex
->vp_states
; break;
5548 default: cur
= NULL
; /* Stupid compiler */
5552 /* GL extension filtering should not prevent multiple handlers being applied from different
5555 memset(set
, 0, sizeof(set
));
5557 for (i
= 0; cur
[i
].state
; ++i
)
5559 APPLYSTATEFUNC
*funcs_array
;
5561 /* Only use the first matching state with the available extension from one template.
5563 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func1}, XYZ_FANCY},
5564 * {D3DRS_FOOBAR, {D3DRS_FOOBAR, func2}, 0 }
5566 * if GL_XYZ_fancy is supported, ignore the 2nd line
5568 if (set
[cur
[i
].state
]) continue;
5569 /* Skip state lines depending on unsupported extensions */
5570 if (!supported_extensions
[cur
[i
].extension
]) continue;
5571 set
[cur
[i
].state
] = TRUE
;
5572 /* In some cases having an extension means that nothing has to be
5573 * done for a state, e.g. if GL_ARB_texture_non_power_of_two is
5574 * supported, the texture coordinate fixup can be ignored. If the
5575 * apply function is used, mark the state set(done above) to prevent
5576 * applying later lines, but do not record anything in the state
5579 if (!cur
[i
].content
.representative
) continue;
5581 handlers
= num_handlers(multistate_funcs
[cur
[i
].state
]);
5582 multistate_funcs
[cur
[i
].state
][handlers
] = cur
[i
].content
.apply
;
5586 state_table
[cur
[i
].state
].apply
= cur
[i
].content
.apply
;
5589 state_table
[cur
[i
].state
].apply
= multistate_apply_2
;
5590 if (!(dev_multistate_funcs
[cur
[i
].state
] = heap_calloc(2, sizeof(**dev_multistate_funcs
))))
5593 dev_multistate_funcs
[cur
[i
].state
][0] = multistate_funcs
[cur
[i
].state
][0];
5594 dev_multistate_funcs
[cur
[i
].state
][1] = multistate_funcs
[cur
[i
].state
][1];
5597 state_table
[cur
[i
].state
].apply
= multistate_apply_3
;
5598 if (!(funcs_array
= heap_realloc(dev_multistate_funcs
[cur
[i
].state
],
5599 sizeof(**dev_multistate_funcs
) * 3)))
5602 dev_multistate_funcs
[cur
[i
].state
] = funcs_array
;
5603 dev_multistate_funcs
[cur
[i
].state
][2] = multistate_funcs
[cur
[i
].state
][2];
5606 ERR("Unexpected amount of state handlers for state %u: %u.\n",
5607 cur
[i
].state
, handlers
+ 1);
5610 if (state_table
[cur
[i
].state
].representative
5611 && state_table
[cur
[i
].state
].representative
!= cur
[i
].content
.representative
)
5613 FIXME("State %s (%#x) has different representatives in different pipeline parts.\n",
5614 debug_d3dstate(cur
[i
].state
), cur
[i
].state
);
5616 state_table
[cur
[i
].state
].representative
= cur
[i
].content
.representative
;
5620 prune_invalid_states(state_table
, d3d_info
);
5621 validate_state_table(state_table
);
5626 for (i
= 0; i
<= STATE_HIGHEST
; ++i
)
5628 heap_free(dev_multistate_funcs
[i
]);
5631 memset(dev_multistate_funcs
, 0, (STATE_HIGHEST
+ 1) * sizeof(*dev_multistate_funcs
));
5633 return E_OUTOFMEMORY
;